• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

The Colloseum Clorida

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
A small luxurious colluseum in middle city clorida in dessrosa with a luxurious price and items

4 Taverns,2 goblin mercenaries, 4 market place, 4 fountain of life.
no screenshot, sorry
Contents

The Colloseum Clorida (Map)

Reviews
22:14, 13th Mar 2015 Orcnet: Lacking map description

Deleted member 238589

D

Deleted member 238589

I've found this map lacking in many crucial areas.


The cliff usage is decent, but the tile variation is very poor. You only used the grass trim tile in the starting areas, and mostly just white marble around the center of the map. Absolutely zero use of raise/lower tools, so the map looks extremely flat. There is also a lot of unused space in the map, like the prison cells you were trying to create. They take up too much space and are inaccessible to the players. This causes a problem, because the players can now only attack one another from a single direction.
You should have managed the map space better. Also, since I mentioned those prison cells, I should say that I'm not quite impressed with them. I know you used them to make the map look more unique, but they are poorly placed and space-consuming (for the reasons I have already mentioned), but also overused. Doodad management is pretty chaotic and, generally, most of the doodads are spammed, especially the dimensional gates, columns, wooden chairs, magical prison cells and also the ships. The marble walls are not lined up, and look like waves to be honest. But the wierdest thing in this map is that the flowers grow from the marble and brick tiles.
No usage of fog.
The force bridges that lead to the center are hovering above the ground. You should get that fixed, too. The map itself is symmetric, but, due to the poor doodad and space management, it looks pretty bad.

The creep camps are a mess, especially in the center, where the bandits are stuffed. Their total level is 59, I can't imagine anyone trying to defeat them, but the player is forced to do so, since it is the only way to get to the enemy side or to access the Goblin Merchant. Also, the creeps guarding the potentially empty starting areas are all bandit wizards with ranged attack. I think it would be better to combine them with some units with melee attack.

The item drops are a complete disaster. Firstly, I find it a bit strange that you decided to give the almighty Granite Golem a random level 6 item, while the weaker wizard camp has a random level 8 item. Too many powerful tomes are being dropped by the red camp in the center, but, again, the camp itself is a disaster.

The taverns are unguarded, which is good, but they are way to close to the starting locations. Each player has a nice little fountain of health for himself, which is too close to the starting location and is unguarded.

Misleading filename, poor description and wrong version of the map are also problematic.

This map has too many flaws to be approved. Rated 1/5 and vote for REJECTION. I suggest you learn from your mistakes and try to improve on the aspects I've mentioned, especially the doodad placement.
 
Top