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The Circle of Trees

The circle of Trees
Created by Twilight

Map Info

A circle trees, a spider in the center, dragons at the sides, players at the ends.
A single melee map with 4 players

Map has:

-8 gold mines
-4 goblin laboratory
-4 green dragon roost
-4 taverns
-1 fountain of health
-1 fountain of mana
-1 goblin merchant
-2 mercenary camp

Credits
Special Thanks to :
-You for downloading, hope you like it.

My Stuff

-Ashenvale Strike v2 (http://www.hiveworkshop.com/forums/maps-564/ashenvales-strike-v2-0-a-234579/?prev=r=20&page=3)

Keywords:
Melee
Contents

The Circle of Trees (Map)

Reviews
Orcnet20:31, 1st June 2013 Map Approved The Circle of Trees (No Version/s Stated) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet20:31, 1st June 2013

Comment

Review

Map Approved
The Circle of Trees (No Version/s Stated)


Rate
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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"The Circle of Trees" is a 4 player melee map on the game style of fellwood.

"There are too many neutral buildings! not sure how to put this way but I suggest decreasing much of them like only 2 taverns, 2 goblin merchant, 2 mercenary camps, 2 goblin laboratories, 1 fountain(either health or mana) and a dragon roost at the middle its up to you to re-arrange all of it."

Terrain

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"Terrain is fine I had no much problems going on seeing the decors in-game."

Management

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"Overall try to decrease the neutral buildings I also found problems that the near expansion site(gold mine) has also a near dragon roost where the players might get attack on a period of time(hence lumber harvesting, nearby creep raid, collateral damage of debris/destructible trees based on clashes) anyhow can be approved."

Total Score:


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9/1580%C
 
Level 10
Joined
Jan 20, 2011
Messages
492
The only criticisms/suggestions are (based of terrain);
- You have no environmental doodads such as flowers and mushrooms. I suggest you add some
- No decoration around creep camps, like the wolves have no doodads nearby except trees, like a simple skull or something with them. Also their are no doodads around the goblin laboratory, so add some maybe crates or other doodads similar.
- No animals. This is a forest type map, I would expect to see some animals in the area
- (This is my just me) On the right hand side you have the trees surrounding the dragon roost, and they are completely square, whereas on the right hand side it is curved. I would suggest trying to make it curved, since trees don't grow exact in a forest.
- As abgm said, add some height variation so raise the corners of the map a bit to, and either raise or lower the middle of the map slightly. This doesn't take a large amount of time, just go through it.
- This is a suggestion you don't have to take this one seriously or do it, but weather is a very useful tool to add atmosphere, so if you want to make it like it's a sad/tropical place make it rain or if it's mystical use Moonlight.

Anyway it's a decent melee, just work on it a bit. Should get approved at this stage, but won't be higher than 3 (from mod) if you don't address those issues to help increase it
 
Level 10
Joined
Jan 20, 2011
Messages
492
That is much better but I would reduce the amount of mushrooms on the mines by 1/4 or 1/3, and remove the furbolg huts from the goldmine camps. Also any Pile of Treasures that aren't near a building remove them, unless it's a creep camp. Some obelisks needs rotating to look , but besides that it is much better from what I can see.
 
Level 13
Joined
Mar 13, 2013
Messages
299
my review:
the good
sufficient lumber and creeps for a solid game
terrain looks good overall

the bad
-not enough gold for an FFA game. Moreover, because of how close the expansion mines are to each base, simply increasing the amount of gold in each mine will not rectify this. You could either swap the expansion mines with the observatories (or something like this), and increase gold amounts all around (doubling everything would probably do), or you could simply remove FFA from the suggested players.
-asymetric neutral building placement. The four buildings in the center form a strategic handicap for the bottom-right player, because a merc camp is generally much more useful than a marketplace. You could simply swap out the marketplace for a second merc camp - or swap out the merc camp for a second marketplace.
-bottom-right player's starting location is a lot shorter on space than any of the other bases: prohibitively so, in fact.

the quirks
-the center red camp drops two level 8 items. It seems like a bit much considering the dragon camps drop only one level 5 item, but really there's nothing wrong with it.
-green creep camps drop a level 3 item. ordinarily that would be a bit much, but since everyone presumably gets one, that's not a big deal.

suggestions
-you're lacking green creeps. as the bases are kind of far apart and the green camps are close to the bases, this means a given player will take it out quickly and then have nothing to do until they build up an army.
-terrain has a lot of visible "squares". I would suggest smoothing those out.
-a little more variety in the drops would be nice. You seem to have a lot of creeps dropping level 4 permanent, level 3 charged, and level 2 permanent items.
 
Last edited:
Level 13
Joined
Sep 14, 2012
Messages
437
dammit I just approved the map, but still useful :)

Thanks

my review:
the good
sufficient lumber and creeps for a solid game
terrain looks good overall

the bad
-not enough gold for an FFA game. Moreover, because of how close the expansion mines are to each base, simply increasing the amount of gold in each mine will not rectify this. You could either swap the expansion mines with the observatories (or something like this), and increase gold amounts all around (doubling everything would probably do), or you could simply remove FFA from the suggested players.
-asymetric neutral building placement. The four buildings in the center form a strategic handicap for the bottom-right player, because a merc camp is generally much more useful than a marketplace. You could simply swap out the marketplace for a second merc camp - or swap out the merc camp for a second marketplace.
-bottom-right player's starting location is a lot shorter on space than any of the other bases: prohibitively so, in fact.

the quirks
-the center red camp drops two level 8 items. It seems like a bit much considering the dragon camps drop only one level 5 item, but really there's nothing wrong with it.
-green creep camps drop a level 3 item. ordinarily that would be a bit much, but since everyone presumably gets one, that's not a big deal.

suggestions
-you're lacking green creeps. as the bases are kind of far apart and the green camps are close to the bases, this means a given player will take it out quickly and then have nothing to do until they build up an army.
-terrain has a lot of visible "squares". I would suggest smoothing those out.
-a little more variety in the drops would be nice. You seem to have a lot of creeps dropping level 4 permanent, level 3 charged, and level 2 permanent items.

OK I will make changes

That is much better but I would reduce the amount of mushrooms on the mines by 1/4 or 1/3, and remove the furbolg huts from the goldmine camps. Also any Pile of Treasures that aren't near a building remove them, unless it's a creep camp. Some obelisks needs rotating to look , but besides that it is much better from what I can see.

OK I will make these changes too
 
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