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(12)Endless Cycle

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.

Melee Map Design​

This map is somewhat based around "Friends" with the players being close to one another to support each other easier. However instead there is a giant amount of trees but with a passage at the back so you can aid them easier. There are barricades in some strategic areas allowing the players to defend their base easier. Since most melee maps I have seen never use Barricades, I thought why not. Some crates have a small chance to drop items. with a 36% chance to drop any level 1 item. Eggs have a 15% chance to drop any powerup item. Ogre Lords around the middle Gold mines have a 100% chance to drop rebirth. allowing you to control them. The Dragon in the middle also has a 100% chance to drop rebirth.

"Tiny spaces many paths all which lead to the same area. Curves and corners where creeps sleep and dine, How long can your forces live in these spooky woods?"

Gold Mines: 24
Goblin Merchant: 4
Goblin Laboratories
: 4
Taverns: 4
Mercenary Camp: 2
Market Place: 2
Fountain of Power: 1
Green Camps: 28
Brown Camp: 24
Red Camp: 9
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Contents

(12)Endless Cycle (Map)

Reviews
Remixer
Review - (12)Endless Cycle (Version February 25nd 2023) Synopsis: (12)Endless Cycle is a melee map for twelve players. In the reviewed state it doesn't meet the standard melee criteria due to a very synthetic-looking environment and lacking layout...

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,112
Review - (12)Endless Cycle
(Version February 25nd 2023)
Synopsis: (12)Endless Cycle is a melee map for twelve players. In the reviewed state it doesn't meet the standard melee criteria due to a very synthetic-looking environment and lacking layout.
Map Aesthetics: The aesthetics are very synthetic, with seemingly everything done with a large square brush that has left the map with a very blocky look. Not only that, a lot of trees are accessible to Wisps from a diagonal angle, not only causing visually unpleasant scenery but also balance issues. My recommendation is to take a look at other melee maps and try to form an idea of how things should look and play.
Map Layout: The layout is lacking, with rather narrow and long corridors having even narrower choke points here and there, making the flow of the map feel clustered. This combined with poor aesthetics gives the map the feel of an obstacle course, rather than a natural-looking war field. The map is also very hard to maneuver as it lacks readability due to a lack of contrast. These issues are further enhanced by the creep camp placement which is often restrictive.
Neutral Objectives: Creep camps are placed in an obstructive way, often awkwardly close to the pathways that players should be able to traverse without issues. The biggest issue with the creep camps is however the inconsistency of their strength and rewards. Take a look at other maps or guides to get an idea of how the item drops should correspond to creep camp strength, location, and difficulty. Also, always define item level and class on the drops as dropping "Level 2 Item" has a huge scale of different items, a lot of which are not meant to be obtainable in melee. It's also confusing to see neutral buildings / destructible drop items, while it can occasionally be used for flavor, here it is confusing.
Map Gameplay: The map does not meet standard melee criteria for gameplay.

Recommendations:
Read some tutorials or discussions on how to make melee maps, check other maps for references, and improve your work over time.
The map name should not contain (12). The parenthesis should only be included in the file name, not the actual map name.
 
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