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Peon Jones' Locker

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Description:
They say the Sea takes back her own but those with enough will may be granted another change to fight among the drowned in this hidden ocean floor.

An uderwater 2v2 melee map featuring fresh sea creeps ready to be served and relaxing hydrostatic pressure of 100 kg/cm2! ( don't worry it's nothing like in Ogre-ana Trench! ) If you still feel like your ears popping out you can go take a rest at the Sunken Clam Tavern where beer is always so salty. If ocean life feels too damp for you go and fight well and maybe you'll get out of this cursed place.

Strategy: There is one really easy orange creep camp close to your starting location for quick and easy lvl 3 permament item drop. Two 15k middle map mines are kinda easy to conquer and give the most gold. There are goblin merchants pretty near all of the four corner mines so you can buy teleports.


Map size:
Playable 148x116
Full 160x128

Peon Jones' Locker

4 players
8 expansion mines
4 Goblin Merchants
2 Goblin Laboratories
1 Tavern

16 Green creep camps
30 Orange creep camps
6 Red creep camps
Images:
full
full
full
full

20.5
- reworked creeps and leveling routes
- fixed one mine only having 1k gold
- creep route camps can now be pulled with visibility
Contents

Peon Jones' Locker (Map)

Reviews
mafe
This map is well made. Personally, I'm unfortunately no the biggest fan of the tileset, but whatever. About the the layout, while it is definitely interesting and unusual, it might be not feel very natural, but maybe I'm wrong. Regarding gameplay, I...
Level 22
Joined
Sep 24, 2017
Messages
150
Absolutely love the atmosphere of the map, even though it looked a tad different ingame from the editor. Using the snowstorm as a stream of bubbles is a great idea.

I get easily swayed by good-looking maps, however gameplay is more important. One of the biggest problem of this map are imo creep routes. Players have basically only one choice for the initial creep camp and that is the orange camp at the base. Other green camps don't feel like initial ones, they rather work as a follow up to the orange camp. Another thing with the orange camp (and some other camps too) is that it's situated on a higher ground level and upon going up the ramp, you aggro it. I don't mind it if it's done in small measures but this is the first camp and imo it's a bit annoying. Then there's the "big ass choke", I understand why it's there, I get that it offers the defensive advantage to one team while it also connects it to middle but these corridors always feel so forced to me. If only there was a way to maintain the flow or make it into a good initial creep route.

I enclosed some scribbles of creeproutes, propositions etc.
- white are creep routes
- teal is stuff I don't get
- yellow are proposed things, that could make the creeping in the corridor more viable

For the teal stuff, those green camps in mid top/bottom feel redundant with the lvl 1 perm. One of the team's players has possibly a worse creeping experience as he's missing that creep route to the expo.

So in conclusion, I like the map, it's pretty good, creep routes need a bit work though.
 

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mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This map is well made. Personally, I'm unfortunately no the biggest fan of the tileset, but whatever.

About the the layout, while it is definitely interesting and unusual, it might be not feel very natural, but maybe I'm wrong.

Regarding gameplay, I most of it is fine, but some itemdrops are too extreme. For example, the lvl 3 permanent from the relatively weak lvl 10 spot outisde of the base might be too strong. Generally I'd normally recommend:
-lvl 1 items for lvl 3-7 creepspots.
-lvl 2 items for lvl 8-13 creepspots.
-lvl 3 items for lvl 13-18 creepspots.
-lvl 4 items for lvl 17-22 creepspots.
-lvl 5 items for lvl 20+ creepspots.
Additional powerups, are possible, espcially for creepspots at the stronger end of the scale.

Oh yeah and if you don't mind, I'll put the map to Awaiting update because I'd rally like you to fix this. If you don't have time or don't want to change it, please say so and I might approve it anyway.
 
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