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Wurmspine Wood

'Felled by the Titans in some bygone age, the monstrous remains draw many a cultist to the bitter mangroves'

Players: 1v1
Resources: 6x (12500 Gold)
Creep Camps: 8,12,4
Neutrals: 1x Tavern, 2x Goblin Merchant, 2x Goblin Laboratory, 2x Mercenary Camp, 2x Fountain of Health

Authors Notes: Contest Entry for Melee Map 21.
A more practical reimagining of Serpent Shoals; has a large number of creeps camps for the map size.
- Distance from Fountain to each Mine is fairly equal

Melee Map 21 - Contest Thread
Contents

Wurmspine Wood (Map)

Reviews
mafe
So since the contest is now over (for quite a while): What to make of this map? The judges of the recent contest were not too convinced with this map and raised some valid points...
Level 12
Joined
Oct 18, 2020
Messages
58
I love your tile mix! I had started a map with this mixture of tiles but with trees of sunken ruins, I would have to finish it lol :p
I think you should put the tournament link here as well as put a message on the tournament dialogue with the link of your map for it to be taken into account ;)
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So since the contest is now over (for quite a while): What to make of this map?

The judges of the recent contest were not too convinced with this map and raised some valid points:
I mostly agree with them.

If I'd say the map is "style over substance", than this may sound mean, but it's not meant that way. But rather as a means of saying that the visual theme of the map is its main standout feature, while the gameplay features are not bad but not great either.

So yes, I really really like the "snake"/"wurm" that makes for a great minimap. Ingame, the map itself looks very nice too, but unfortunately a side effect is that is hard to get a sense of orientation while playing without constantly glancing at the minimap.

Regarding gameplay, I see the following weaknesses:
1. Overall the map is a bit too large for a 1v1 "standard" 2-players-6-goldmines-map.
2. AoW-creeping isnt very convenient.
3. Some itemdrops/creepcamps are unconventional, but in a good way (such as the lvl11 camp near the base, which includes a lvl 7 turtle). But some itemdrops are quite a bit away from the norm, in particular the camp at the central expansions, which is lvl 16 but only drops a lvl 2 item. This should be a lvl 3 item, and possibly a powerup too. On the other hand, a lvl 2 charged item from a lvl 6 camp isnt appropriate either (as ag3nt pointed out in his review).

It's a borderline case, and I'd really like to see some changes to the items. Look at ladder maps to get an item how strong a camp should be to drop items of a specific level.
On the other hand, iirc you already improved upon earlier versions of the map, and as a sort of "concept map" the map does its job. Therefore map approved, but only just.
 
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