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King and Country

This is my Entry to the Melee Mapping Contest #4 - 2v2

Its called 'King and Country'. It resembles a typical Lordaeron Village Landscape with some spooky vibes at the cemetery.

The Goal was to create a rotational symmetric map that was still balanced in all directions and was viable for 1v1 play. I had a difficult time creating the middle, it was either way too big or just not as relevant as it should be. Maybe i found a solution now, not sure.

The Creeps seem to be strong at the expo and shop. i reduced mana on expo caster to 150 and sasquatch to 110 so if you are in time he only casts 'summon trees' once. The Shop/Merc creeps drop lvl 4 item even though the creeplvl is 14. The sasquatch summon makes it the hardest camp in my opinion.

General Info:
Playable Size: 102x108
Players: 1v1, 2v2, FFA
Neutral Buildings: 4 Labs, 2 Shops, 2 Mercs, 1 Tavern
Goldmine: 12 with 12500
Creepcamps: 12 green, 12 orange, 2 red

Creepinfo:
Green:
  1. 4x LvL6: LvL1 perma, lvl1 power
  2. 4x LvL8: LvL1 perma, lvl1 power
  3. 4x LvL9: LvL2 perma, lvl1 power
Orange:
  1. 4x LvL14: LvL3 perma
  2. 4x LvL16: LvL3 charged, lvl1 power
  3. 4x LvL17: LvL4 charged, lvl2 power
Red:
  1. 4x LvL24: LvL5 perma, LvL2 power

Have Fun :)

Update 25.4.2019

- expand creeps drop lvl 2 permanent + lvl 2 tome without exp
- center goldmines have 15000 gold and changed to red spots with lvl 5 permanent
- little greencamp will not attack scouts
- turned all the creeps in the right direction

Update 5.5.2019

- remaped the goblin shop/merc camp, the creeps will no longer attack units pathing by
- removed unbuildable terrain on the middle expos

Update 9.5.2020

- changed map status to melee map: yes
- removed trees infront of the expansions
- removed some doodads

Update 20.01.2021

- no more ramps ._.
- replaced and rebalanced all creeps and item drops
- moved several creepspots (green murloc camp for example)
- added more open space for a better 2v2 experience
- less designwork
- the itemdrops are based on fighting strength not on creep level

Update 11.03.2021
I wont promise it but i feel like this will be the last big update for this map
- changed the Visuals from village to Lordamere Lake
- made the map a little bit smaller
- slight layout changes
- slight creep changes
- item rebalance
Contents

King and Country v1.2 (Map)

Reviews
Cigaro
First off, I should say that I don't build 2v2 maps and thus know less about the matter than the average person. === DESIGN === Generally speaking, the map gives away a cozy vibe. The doodads are reasonable, there's neither too many nor too few...
mafe
This map was part of the recent 2v2 Melee mapping contest:Melee Mapping contest #4: 2v2 - Results Most of the issues mentioned in the reviews there have been fixed since then, so the map I think the map is now worthy of being approved. Technically...
Level 24
Joined
Nov 9, 2006
Messages
2,558
Looks good.
I haven't played it, but if i were to provide any feedback i'd be worried about the tavern.
If a player wants to move diagonally across the map their units could get clumped up near the tavern, making them prone to bad pathing and aoe spells.
Moving each corner near the tavern by 1 tile out should help.

edit:
I noticed the cliff expansions have rock tiles.
You can't build on those, so i recommend removing rocks.
You can check pathing by pressing P in the editor, if the pathing is colored blue you can't build there.
 
Level 12
Joined
May 12, 2012
Messages
104
First off, I should say that I don't build 2v2 maps and thus know less about the matter than the average person.


=== DESIGN ===

Generally speaking, the map gives away a cozy vibe. The doodads are reasonable, there's neither too many nor too few. They look natural and the map as a whole is very warcraftish, good job on that.

Only the ruined fountains look a bit off because why would there be a fountain next to a cornfield?

fountain.jpg


I'm not a fan of the graveyard / "dark" stuff either but that's a matter of taste. However, you're using blight near the goblin labs. I would try to refrain from that because undead will heal their units there. It might be so little that it's negligeable but it's still a style thing that affects the gameplay, and that only ever complicates stuff.

The tree lines at the starting positions differ quite a lot. In the top left, you're pretty far away from the trees while in the bottom right, the base is quite narrow (and in the bottom left corner, there's a dent). I'd even that out.

Both the central gold mines as well as the ones on the side offer very little wood, I believe that's a problem. You might also want to give the more difficult gold mine more gold (like 15000 or so).

The overall map size and the distances between starting positions seem fine. Critters are good.



=== CREEPS ===

Some of the creep camps will attack units that are passing by. For example if you start in the bottom right corner and send a scout to the tavern in the center, it's gonna get toasted:

camp-1.jpg


camp-2.jpg


It's even more problematic with the creep camps at the goblin shops and merc camps.

Also when farming the murloc camp on the side, your units might march through the gold mine creep camp.

Is there a reason why the trolls of many creep camps look in random directions? Same with the murlocs.

When playing 2v2, there are no red creep spots, i. e. nothing you can farm effectively with your teammate. I don't know if that's the case on other 2v2 maps so I don't judge it. It just jumped to my eye

The creep camp at the outter gold mine is lvl 13, but drops a lvl 3 permanent PLUS a lvl 2 tome. That's too much.

The creep camp at the merc camp / goblin shop is lvl 14, but drops a lvl 4 permanent. That's also way too much.

The lvl 10 camp can be farmed by using towers that are pretty much located in your base:

pull.jpg


Somebody else must decide whether that's too close or not. I'm not an expert, but it looks rather close to me. In the end you might only need an ancient and a wisp or something to kill it.


=== SUMMARY ===

The map is very pretty. A little too symmetrical looking for me but it's still fine.

The creep camps and gold mines need some fixing.
 
Level 12
Joined
Mar 10, 2019
Messages
85
ok i changed some points cigaro mentioned:

- expand creeps drop lvl 2 permanent + lvl 2 tome without exp
- center goldmines have 15000 gold and changed to red spots with lvl 5 permanent
- little greencamp will not attack scouts
- turned all the creeps in the right direction

the expand goldmine and goblinsho/merc creep position will stay the same. i would have to remap so much to changed that its not worth it.
the goblin/merc creepcamp will drop a lvl 4 permanent as i mentioned in the opening post, the sasquatch will summon 3 treants boosting the camp above lvl 14. sometimes even twice.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This map was part of the recent 2v2 Melee mapping contest:Melee Mapping contest #4: 2v2 - Results

Most of the issues mentioned in the reviews there have been fixed since then, so the map I think the map is now worthy of being approved.

Technically the additional tome at the southern shop is still there, but I dont think that's enough to not approve it, given that it is otherwise a very solid map. Still, it would be nice if this was fixed @Meerel .
 
Level 12
Joined
Mar 10, 2019
Messages
85
its been a while...

as requested by serveral people i completly redesigned the map to make it rampfree. The new version is labeled v1.1

Changes:
- no more ramps ._.
- replaced and rebalanced all creeps and item drops
- moved several creepspots (green murloc camp for example)
- added more open space for a better 2v2 experience
- less designwork
 
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