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MoonSpark v1.0

MoonSpark
Created by Arrr

full



Map Info


A 1v1 map, with Lordaeron Winter + Icecrown tilesets.

I guess I tried putting too many things not on the edges of the map, so it turns out the map is lacking any real great open area, I'll just call this a feature.

I really wanted to have merc camps, but the winter ones are way too imba, so had to settle for the classic Lordaeron Summer one - green trolls - ..feature.

The green camps around the middle area are way too good, easy to creep with decent drops, and you can go anywhere on the map from there - realized this quite late, another feature.

Shops are quite out of the way, was just experimenting with this kind of design - this one is an actually intended feature.
They have no cc in that camp also, since that position can be somewhat of a death trap if creepjacked.

Hopefully it works allright, was kinda rushed so I'll fix any aggro problems and such in the future.
Doodads are very repetitive, will stay this way.
Some camps are really annoying, a quick warning.


Features


Size: 80x88.


-4 Expos total (2 natural + 2 red camp ones)
-2 Shops
-2 Goblin Labs
-2 Lordaeron Summer merc camps
-2 Taverns

total creeps:
-8 Green Camps
-14 Orange Camps
-2 Red Camps


Screenshots




A somewhat indicative overview

full




Note:Most of these are screenshots of the 0.9 version, successive versions will not vary the map drastically, so these still are quite accurate.


Change Log




-v1.0 First release




Other


Map was made for the Hive Workshop Cup Melee Mapping Contest

Please report any issue/complain you have.

If you have any questions about the map please ask, I'd be glad to explain my thoughts.

Map is free to use and edit - After the contest has ended please.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates

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Keywords:
Moon, spark, 1v1, melee, winter, Arrr.
Contents

MoonSpark v1.0 (Map)

Reviews
mafe
A good map, yet I have mixed feelings about it which are hard to put into define. The visual design is unique and nice, and in the overview in the editor the map seems to have a nice structure with the bright-blueish shallow water in the middle and...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
A good map, yet I have mixed feelings about it which are hard to put into define.
The visual design is unique and nice, and in the overview in the editor the map seems to have a nice structure with the bright-blueish shallow water in the middle and the teal northern/southern parts.
Yet ingame I found it very hard to tell where I am without looking at the minimap. When playing, the map does indeed also feel like it is missing some more open areas. The height difference seem to strengthen this feeling. The color patterns are also rather "strong" and while I like the idea and at first glance it looks very nice, I'm not really convinced it will work out in the long run. Sorry. There's a lot of attention to detail, but does not really stand out, though maybe this is intentional.

Regarding gameplay, the map is actually rather standard with barely any unusual creeps and balanced itemdrops. I would have put some powerups to most of the orange camps.

I'm not sure how to improve the map. Map approved.
 
Level 12
Joined
May 12, 2012
Messages
104
Probably a solid map when it comes to gameplay. I don't see anything that would make it unplayable.

Is there a particular reason why you've placed two taverns in the center?

You could add a few more trees to the expansions. It's not a big issue but it wouldn't hurt either.

=== Design ===

I liked some of the mixed-in terrain, but not of all of it. What works well in my opinion are the Felwood leafs and such. The overall dark green theme is nice. Some snowy rocks and casual ice is good, too.
gnolls.jpg ice.jpg

What I'm not a fan of is the purple water. It's simply too exotic. Regular water would look better. I'm not saying you can't dye water, ever, but here it weirds me out rather than being a helpful accessory to the atmosphere.
purple-water.jpg regular-water.jpg
And all the ice terrain in the water is not my cup of tea either. I would have preferred boring earth, I think.

=== Creep Camps ===

What bothers me is a lack of "tiny" creep camps, i. e. lvl 3 to lvl 5. There is not a single one, as far as I can see. Instead, you've got a large number of lvl 7 - 10 camps.

Some of the item drops are probably too big. The two lvl 7 ogre camps in the center drop lvl 2 permanents. To my knowledge, lvl 2 items only start dropping at lvl 8 camps or stronger. At any rate, a Blademaster quickly wiping out these two ogre camps might walk away with two claws of attack +6. Plus he can easily pick up the lvl 2 items near the starting position (or his own one at least). And then there's even more lvl 2 perm at the gold mines ...
ogres.jpg

You've created these two camps near the players bases that can be farmed with one NE ancient:
ancient.jpg
That in itself is very typical, but what concerns me is that those camps taken together are pretty huge (lvl 9 + lvl 17). And since they're in such a comfortable spot, it's not as easy for the enemy to disturb you farming them. Plus the lvl 17 camp drops a fat lvl 4 permanent (which would usually require lvl 18 or more). I have bad a feeling about this whole arrangement down there.

Similar problem with the lvl 17 camps guarding the shops dropping a lvl 4 charged instead of a lvl 3 item.

And the lvl 20 camp at the secondary gold mines drop a lvl 5 permanent, but you'd usually need a lvl 21+ camp for that.

And the second drop in the Merc Camp guarding creeps should only be a lvl 1 powerup, not lvl 2.

Again, this is only according to my old notes based on old Blizzard maps.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Probably a solid map when it comes to gameplay. I don't see anything that would make it unplayable.

Is there a particular reason why you've placed two taverns in the center?

You could add a few more trees to the expansions. It's not a big issue but it wouldn't hurt either.

=== Design ===

I liked some of the mixed-in terrain, but not of all of it. What works well in my opinion are the Felwood leafs and such. The overall dark green theme is nice. Some snowy rocks and casual ice is good, too.
View attachment 354639 View attachment 354640

What I'm not a fan of is the purple water. It's simply too exotic. Regular water would look better. I'm not saying you can't dye water, ever, but here it weirds me out rather than being a helpful accessory to the atmosphere.
View attachment 354641 View attachment 354642
And all the ice terrain in the water is not my cup of tea either. I would have preferred boring earth, I think.

=== Creep Camps ===

What bothers me is a lack of "tiny" creep camps, i. e. lvl 3 to lvl 5. There is not a single one, as far as I can see. Instead, you've got a large number of lvl 7 - 10 camps.

Some of the item drops are probably too big. The two lvl 7 ogre camps in the center drop lvl 2 permanents. To my knowledge, lvl 2 items only start dropping at lvl 8 camps or stronger. At any rate, a Blademaster quickly wiping out these two ogre camps might walk away with two claws of attack +6. Plus he can easily pick up the lvl 2 items near the starting position (or his own one at least). And then there's even more lvl 2 perm at the gold mines ...
View attachment 354632

You've created these two camps near the players bases that can be farmed with one NE ancient:
View attachment 354631
That in itself is very typical, but what concerns me is that those camps taken together are pretty huge (lvl 9 + lvl 17). And since they're in such a comfortable spot, it's not as easy for the enemy to disturb you farming them. Plus the lvl 17 camp drops a fat lvl 4 permanent (which would usually require lvl 18 or more). I have bad a feeling about this whole arrangement down there.

1)Similar problem with the lvl 17 camps guarding the shops dropping a lvl 4 charged instead of a lvl 3 item.

2)And the lvl 20 camp at the secondary gold mines drop a lvl 5 permanent, but you'd usually need a lvl 21+ camp for that.

And the second drop in the Merc Camp guarding creeps should only be a lvl 1 powerup, not lvl 2.

Again, this is only according to my old notes based on old Blizzard maps.

1-2,I wouldnt guide only by the level of the camps, the level of the creep is a very reduced guide to create creeps,
armor types, hp, skills, number of units in the creep, are more important to be considered.
as example a red camp of level 20 2: granite golems L9, 1 mud golem L2 = 18+2 = 20, thats a permanent L5, no matter if is not L21 or L22.

I just want to point that please consider more armor types, hp, skills more than levels when reviewing.
 
Last edited:
Level 12
Joined
May 12, 2012
Messages
104
I think I understand your point, but all creep attributes have already been taken into consideration when a level was originally assigned to those creeps.

And Blizzard creep camp drops do not take into consideration the composition of armor types or any such things. I'm not saying that's the perfect way to do it nor that it should never change, but it's still the standard right now.
 
Level 29
Joined
May 21, 2013
Messages
1,635
1-I think I understand your point, but all creep attributes have already been taken into consideration when a level was originally assigned to those creeps.
And Blizzard creep camp drops do not take into consideration the composition of armor types or any such things. I'm not saying that's the perfect way to do it nor that it should never change, but it's still the standard right now.

but just to remain in topic: my complain of the review is this:
"And the lvl 20 camp at the secondary gold mines drop a lvl 5 permanent, but you'd usually need a lvl 21+ camp for that."
because of 1 level, if is level 20 or level 21, for 1 single abstract digit will be an issue ?

if I remember correctly, and by looking the screen, is the granite golem, L9 with 1500 hp, chaos damage, spell inmunity, and slam, that thing in a L20 creep, is a permanent L5, a Level 4 item in the granite golem L9 is low rewarding.
 
Last edited:
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