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Real Adrenaline v.1.1

Despite being a classical Melee Map, Real Adrenaline requires a very different play style compared to conventional maps. The spawning locations are in direct proximity, only separated by destructible objects and centered by a mana fountain. This layout is supporting very aggressive play styles which is the origin of the maps name. However, test runs with the FML-community revealed, that a rather passive approach, common in the FFA-meta, might be more promising. Especially, the very easy to take first expansions and imminent mercenary support for creeping make this a fertile path to success. The outer parts of this small map provide the players with everything a long term game demands and, in theory, makes it a good FFA map.

Real Adrenaline might not be suitable for the mindset of common competitive 1v1 and FFA, it rather occupies a new unique niche and demands therefor a new view on how to play the game.

So far, I received for this map mixed feedback ("worst map ever", "super fun to play"...). It would be nice to get more feedback, especially on how to design the middle of the map.

Feel free to join the Discord Server: Join the Real Adrenaline Discord Server!
Contents

Real Adrenaline v.1.1 (Map)

Reviews
mafe
Well, this is a positively crazy map. FFA is always different from the other game modes, so I cant quite apply the usual criteria. So here's what stood out to me: 1. Is it acceptable to have creeps not on camp stance near expansions for FFA? I guess...
Level 22
Joined
Sep 24, 2017
Messages
150
Real adrenaline has finally made it's way to hive. It's one of my favorite entries from the FML mapping contest. :)

It might not be a standard, "ladder-like" melee map, the terraining could be considered non-existent but it's a meme map. Imo a game's main priority should be fun (obviously balance too). And that's exactly what this map aims to be - a fun map. I'd say it is great for inhouse matches with friends even if they might complain about the sheer craziness.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Well, this is a positively crazy map. FFA is always different from the other game modes, so I cant quite apply the usual criteria. So here's what stood out to me:
1. Is it acceptable to have creeps not on camp stance near expansions for FFA? I guess it's no big deal here because of the layout, but it means that you can build towers there before killing the creeps/creep them with the help of the towers.
2. The lvl 3 permanent item drop from th 6-2-2 golems seems kinda strong to me.
3. On the other hand, the lvl 5 charged from the big red spot in the corner look somewhat underwhelming to me, unless it is a scroll of gg ;) Or maybe this is now different because of the new patch? I'm not sure.
4. There are some buggy ramp tiles in front of 3 out of 4 shops:
upload_2020-6-14_22-40-14.png
5. Visually, there is a lot of room for improvement. Also, it's another Lordaeron Summer map..... But at laest in FFA there is a lot of diversity in tilesets already.

So overall, given the general design decision, only 4 is something that imho really should be fixed. The rest is just some stuff which might improve the map, but I'm not really sure. Not enough to require an update, therefore map approved.
 

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