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Splitting River

1vs1 Competetive Map by Tenshi

A river seperates the Players. Go north where the river splits to get fine items from the Marketplace
Contents

Splitting River (Map)

Reviews
Nudl9
#1 Not much to say about layout, looks fine. #2 Open up the area around the turtle camps at the bottom #3 Put some obstacles between trees near troll camp near spawn. So that workers dont chop into this camp. Small quality of life. #4 Red camps in...
mafe
Good map with a few nice ideas, without using any of the "oh-that-looks"-stuff that usually backfires. Fair creeps and items, many creeping options in the early game. Just one shop like on EI, which created interesting dynamics. Unique structure...
Level 24
Joined
Nov 9, 2006
Messages
2,558
#1 Not much to say about layout, looks fine.
#2 Open up the area around the turtle camps at the bottom
#3 Put some obstacles between trees near troll camp near spawn. So that workers dont chop into this camp. Small quality of life.
#4 Red camps in corner are a death trap, get creepjacked and game over. Open up the area.
#5 Marketplace should have creeps.
#6 Map looks flat, raise terrain height. Gives a more natural feels.
#7 No problems with pathing in trees, common mistake - but fixed here very good.
#8 Turtle 8 camp, add powerup 1 drop to camp.
#9 Shop camp, add perma 1 or powerup 1 to drop.
#10 Natural exp. camp, reduce powerup to level 1. (Charged 3 item is very strong)
#11 Top exp. camp, would reduce overall level by 2 maybe. Level 23 is a bit hard to creep on such a small map.
#12 Crab camp, would remove sentry wards. You want to limit vision on maps that are already small.
#13 Consider adding a path at the bottom where you can chop trees or have debris in the way. The map has limited paths from base to base.
#14 Add more space near neutral buildings, it's good to always have at least 2x2 space between building and trees, so that a Grunt can walk around it.
#15 Increase map size horisontally. It looks ugly ingame when you can view outside the flat map.
 
Level 21
Joined
Oct 1, 2019
Messages
83
#1 Not much to say about layout, looks fine.
#2 Open up the area around the turtle camps at the bottom
#3 Put some obstacles between trees near troll camp near spawn. So that workers dont chop into this camp. Small quality of life.
#4 Red camps in corner are a death trap, get creepjacked and game over. Open up the area.
#5 Marketplace should have creeps.
#6 Map looks flat, raise terrain height. Gives a more natural feels.
#7 No problems with pathing in trees, common mistake - but fixed here very good.
#8 Turtle 8 camp, add powerup 1 drop to camp.
#9 Shop camp, add perma 1 or powerup 1 to drop.
#10 Natural exp. camp, reduce powerup to level 1. (Charged 3 item is very strong)
#11 Top exp. camp, would reduce overall level by 2 maybe. Level 23 is a bit hard to creep on such a small map.
#12 Crab camp, would remove sentry wards. You want to limit vision on maps that are already small.
#13 Consider adding a path at the bottom where you can chop trees or have debris in the way. The map has limited paths from base to base.
#14 Add more space near neutral buildings, it's good to always have at least 2x2 space between building and trees, so that a Grunt can walk around it.
#15 Increase map size horisontally. It looks ugly ingame when you can view outside the flat map.


I only highlight the points i dont agree with. i will look in the others

#4 i dont think so, its a red camp and u should pull it out anyway(also pretty easy for red). Last refuge is the same.
#5 Thats the twist of this Map
#13 absolute nono for me in competetive 1vs1 maps (never would like to see this in a ladder map)
 
Level 29
Joined
May 21, 2013
Messages
1,635
Fix the borders.

Camara bounds and map bounds are equal in the vertical borders.
That may end , in some cases where air units flying to the limit , may make the game crash (what I read).
That was spoted in Gold Port map, and users asked the author to fix it.
upload_2019-10-25_20-2-4.png


upload_2019-10-25_20-33-26.png


1) I think there is to much wood in some areas that you wont log ( yellow circles).
That areas could be more interesting to
a) have the merc. camp.
b) have a path (red line)

2) Waterfall creeps: I go walk the orange line, it has a loop, I have to go, kill the creep and turn back where I came from, players dislikes to go a dead end so they have to turn back, it reduce game-flow (thats why dead ends are avoided). The creep can be more near.

3) Imagine I go to the greens, then merc. camp,hire thugs, then mine, then tavern, teal line. and the enemy does the same so battle in the tavern. I feel tavern is a bit, only a bit near the shop.
if the idea is pull that creep if you are loosing, then nevermind me. But I like a clean tavern area.

4) Red creeps could be in the yellow circle, so it reduce the walking distance.

5) Enviroment: waterfalls are nice to see if the waterfall falls from the north to the south, not from the south to the north,
upload_2019-10-25_20-45-45.png

Green is nice to see, orange not that nice.


Items 3-4-5 are not important.

But I feel 1 and 2 yes.
upload_2019-10-25_20-48-8.png


1-I feel that areas are very wasted. I remembered a Witti video saying, dont have big empty areas, if you have one, put a creep, so it will worth go there.

And also think 2 is important (the waterfalls creeps dead ends), since it increase the game-walk.

Overall a very nice map.
 
Last edited:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Good map with a few nice ideas, without using any of the "oh-that-looks"-stuff that usually backfires.
Fair creeps and items, many creeping options in the early game.
Just one shop like on EI, which created interesting dynamics.
Unique structure. Might lead to players being trapped in their main base more than on ladder maps, but not entirely sure on this.
Labs are normally rather close to the main base, but why not?
Maybe most of the fights will occur around the shop and tavern, but that does not have to be a bad thing.
The map also looks good. There are some locations where there are rather large patches of just a single tile, which could be improved.
I'm not seeing a problem with the "red creeps on dead ends". It's a common feature on many maps and makes players think twice before taking on the camp. If you do it without being aware where your enemy is, it's your own fault.
I dint check the potential bug with flying units and camera bounds for myself. If it's true, consider doing something to make it less likely to happen.

Map approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Good map with a few nice ideas, without using any of the "oh-that-looks"-stuff that usually backfires.
Fair creeps and items, many creeping options in the early game.
Just one shop like on EI, which created interesting dynamics.
Unique structure. Might lead to players being trapped in their main base more than on ladder maps, but not entirely sure on this.
Labs are normally rather close to the main base, but why not?
Maybe most of the fights will occur around the shop and tavern, but that does not have to be a bad thing.
The map also looks good. There are some locations where there are rather large patches of just a single tile, which could be improved.
I'm not seeing a problem with the "red creeps on dead ends". It's a common feature on many maps and makes players think twice before taking on the camp. If you do it without being aware where your enemy is, it's your own fault.
I dint check the potential bug with flying units and camera bounds for myself. If it's true, consider doing something to make it less likely to happen.

Map approved.
upload_2019-10-27_8-29-36.png
 
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