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Shortfuse

Map Description:
Goblins and gold.
Filled with no regard for the old.
Nor what horrors it might hold.
Goblins and gold.
Equipped with explosives, always so very bold.
BOOM! Soon crushed rock to mold.
Goblins and gold.
Lo and behold!
New shiney items to be sold.


Info:

Gold mine, main(2): 13 500
Gold mine, exp(4): 12 500

1x Goblin Merchant
1x Mercenary Camp
1x Tavern
2x Goblin Laboratory

Creep
4x GREEN
10x ORANGE
2x RED

Comment:
This is my first all new, built from scratch, map since 2008. Yikes! I wanted to make a proper 1v1 map that fits the category of 'pro-gaming'. Did I succeed? Well, that's for you to decide!
It's made for CLASSIC mode, not REFORGED. I will publish a reforged version later, but I tell you, all sewer pipes are so messed up in Reforged... :(


Note:
I have described the process of making Shortfuse at a deeper level if you follow the link below, and you can also read more about my other projects here on HIVE, what's in the pipeline etc.
The mind of a confused map maker
Previews
Contents

Shortfuse (Map)

Reviews
Remixer
Review - Shortfuse (Version February 10th 2024) Synopsis: Shortfuse is a melee map for two players, with a unique thematic setup of ominous sewers as the carrying theme. The spiderweb layout supports standard melee games in beautiful scenery. Map...
Level 26
Joined
Jan 4, 2020
Messages
364
sick theme and decoration look fine for normal melee game with friend. Doesn't look good for competitive, and there are some mistake such as no good AoW spot, first expo look hard. Bad base tree line. critter missing. red camp aggro when UD do expansion on red expo. terrible creep combo. I didn't check it in deep detail. just an overview. Better wait for admin or any map reviewer to do it.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Review - Shortfuse
(Version February 10th 2024)
Synopsis: Shortfuse is a melee map for two players, with a unique thematic setup of ominous sewers as the carrying theme. The spiderweb layout supports standard melee games in beautiful scenery.
Map Aesthetics: The visual level of the map is very good: pristine, fresh and it has depth to it. Tile usage and the mixture of chosen tiles are good and clear to read, while the environmental storytelling carries well throughout the map. Overall really good usage of standard objects and a marvelous job matching unexpected props with one another. The vibrant and high-contrasting mushroom trees can annoy some people and be of distraction but there's not much one can do about it.
Map Layout: The spiderweb layout works and the placement of extension mines and the Goblin Laboratories is pleasing to my eye. The only issue I see is how close the Goblin Laboratory is to the expansion site and if this can cause problems if it gets abused. The Mercenary Camp and Goblin Merchant could be randomized instead of set in position to break the mirroring issue. The size of corridors seems appropriate with not too much freedom given, even though the network of pathways is liberal.
Neutral Objectives: The creep camps fit the theme of the map and seem to be of appropriate strength. The gold mine camps (especially central ones) could be easier to take down to hasten up the game pace. Similarly, the red Faceless camps could be a little easier to kill - but perhaps having a super camp is a nice twist.
Map Gameplay: The gameplay is quite standard with multiple pathways to strike your opponent. The toughness of expansion gold mine camps can slow the game pace. The Goblin Merchant and Mercenary Camps are nice contestable neutral objectives.

Recommendations:
Add critters, as mentioned by Zucth.
The central circle cliff (and edge cliffs) could be made unwalkable with pathing blockers. I would also recommend considering adjusting the toughest creep camps and expansion gold mine camps to desired game flow impact - perhaps you don't want to change them, it's up to you.

If you desire to make the map fit more competitive genre, I would recommend asking feedback from competitive players and map makers (Zucth being one example).
 
Level 6
Joined
Feb 7, 2004
Messages
28
Review - Shortfuse
(Version February 10th 2024)
Synopsis: Shortfuse is a melee map for two players, with a unique thematic setup of ominous sewers as the carrying theme. The spiderweb layout supports standard melee games in beautiful scenery.
Map Aesthetics: The visual level of the map is very good: pristine, fresh and it has depth to it. Tile usage and the mixture of chosen tiles are good and clear to read, while the environmental storytelling carries well throughout the map. Overall really good usage of standard objects and a marvelous job matching unexpected props with one another. The vibrant and high-contrasting mushroom trees can annoy some people and be of distraction but there's not much one can do about it.
Map Layout: The spiderweb layout works and the placement of extension mines and the Goblin Laboratories is pleasing to my eye. The only issue I see is how close the Goblin Laboratory is to the expansion site and if this can cause problems if it gets abused. The Mercenary Camp and Goblin Merchant could be randomized instead of set in position to break the mirroring issue. The size of corridors seems appropriate with not too much freedom given, even though the network of pathways is liberal.
Neutral Objectives: The creep camps fit the theme of the map and seem to be of appropriate strength. The gold mine camps (especially central ones) could be easier to take down to hasten up the game pace. Similarly, the red Faceless camps could be a little easier to kill - but perhaps having a super camp is a nice twist.
Map Gameplay: The gameplay is quite standard with multiple pathways to strike your opponent. The toughness of expansion gold mine camps can slow the game pace. The Goblin Merchant and Mercenary Camps are nice contestable neutral objectives.

Recommendations:
Add critters, as mentioned by Zucth.
The central circle cliff (and edge cliffs) could be made unwalkable with pathing blockers. I would also recommend considering adjusting the toughest creep camps and expansion gold mine camps to desired game flow impact - perhaps you don't want to change them, it's up to you.

If you desire to make the map fit more competitive genre, I would recommend asking feedback from competitive players and map makers (Zucth being one example).

Thanks for the review! Very appreciated!

Yes, of course, stupid me, the central buildings need path blockers on the 'roof' so to speak, otherwise you can drop units and camp the area with mortar teams, demolishers etc.
I take all criticism into account, and I'm already trying to change a couple of things. Critters already added! :)
 
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