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- May 21, 2013
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Reserved
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v 1.01
status: none
v 1.01
Last edited by a moderator:
(2 ratings)
Obviously this map shows us a pretty interesting idea - players need to consider more factors from neutral buildings and possible threats from the sea.
It is foreseeable that there will be many mercenaries, ships and airships.
Personally, I really appreciate this kind of map.
No waterfall over the edge of the world? Awww.
I tested the map with my spell checker and it generated the following report.
Number of spelling errors: 16 (Including 'np')
Total Objects: 8
Number of Custom:
Items: 0
Abilities: 0
Units: 0
Doodads: 0
Destructibles: 0
Buffs: 0
Upgrades: 0
List of swear words detected: 0
Flat land: 3.0%
Number of doodads loaded with map: 26
Number of units/buildings loaded with map: 21
Imported files used: 0 of 0 files used
Estemated In Game loading time: 4.2299999999999995 seconds
It feels nice getting feed back. I see that reviewers tend to complain about or reject a map if it has a lot of flat land. Considering how little flat land your map has, I think you are in the clearHello there, if I may respond, using a spelling test in a melee map (is interesting) but unnecesary.
The spelling errors np, when I map I alter the doodads, np means no path, they are doodads with less size (0.5) and no pathing textures, so I choose if use a normal doodad or an np doodad.
In game doodads with different name won´t affect the game, you can´t click a doodad in game.
I hope this anwser will explain my point
Flat land 3.0%, mmm well water parts are flat, I imagine that 3% refers to the land only seems a low number I think.
well, thanks for your feedback.
see ya.
It feels nice getting feed back. I see that reviewers tend to complain about or reject a map if it has a lot of flat land. Considering how little flat land your map has, I think you are in the clear
Spelling errors aren't really a problem, I think very few maps actually get rejected for poor spelling. There would only really be a problem if you had swear words of like 1000 spelling errors. You make a fine point however, that the spelling of 'np' was in a doodle no user would actually see. Perhaps I should make a work around for that.
Also could you confirm, your map has no custom content?
I find that odd... a few years back the hive rejected all maps with no custom content. I think its great if they are approving such maps now but I almost don't believe you map has no custom content. Is my program wrong in saying this?
I find that odd... a few years back the hive rejected all maps with no custom content. I think its great if they are approving such maps now but I almost don't believe you map has no custom content. Is my program wrong in saying this?
Thanks to this map, I discovered yet another interesting aspect of boats - they can see over 1 level cliffs unlike normal units.
You want a review, you get a review. And this being a shipyard map should make it more interesting.
Art, terrain
I have no knowledge of the Golden Sun series, therefore I cannot judge whether you matched the theme outside from the the picture you posted. Imo, ashenvale grass would fit the lush green from the picture better but whatever. It's easy to decipher the author of the map thanks to the doodads usedas they are the same as in the Kraken map (the crystals in mid are also a reoccuring doodad). The 1x1 batches of grass feel random in some places. One common "mistake" I see in your maps (in terms of composition) is the absence of borders. While I was revamping Synergy by Filmting with SweetW3 we had to add borders otherwise it wouldn't have any chance of getting into the ladder. That is why there's always some mountains or forests or even water on the border. You can even see it when you turn on the camera borders. The aesthetic is more pleasing to the eye when things are not stuck to the border. However, you created borders in the corners. If you did the same all around the map, it would feel nicer imo. I really like the small ponds at the GMs though.
Balance
Lots of cliffs, chokepoints and weird creep camp placement. Cliffs are a powerful tool that easily creates imbalance. The middle can easily become a tower island, just like all the other islands as they don't have enough shallow water. The creep camps are all over the place if I might say so. The creep camps should be placed according to the heroes journey, he starts out weak and progressively gets to stronger units. It should have the flow in both creep progression and map progression. I'd blame the deceitful boats for this layout as you have focused way too much on them. The boats shouldn't ever be a necessity, just an option. This way we have a lot of dead ends and backtracking which both do no good in map flow. For example the troll camp behind the bridge is so far off I wouldn't even consider creeping it. If you were to put a way from the shallow water (from the mid) to the troll camp, it wouldn't feel as awkward and would greatly help the flow and add more possibilities to the player.
I'm not against the use of gold coins (or lumber) in maps, even others like mafe endorsed the idea. However, they should drop from a creep imo. They don't really offer much in this map, not in terms of action between the players. The first one to get the boats gets them both. Wrong, NE with warden gets them both. You don't even have to defeat the creeps, just buy a boat when you get your hero and quickly get to the coins. This is why I think there should be an ensnare creep at the shipyard in any map (as the ships start with 3 stock). Also, check your pathing with P (might help to turn off water). Due to the vision of the boats, you can access the market with your hero from the bottom shallow water (behind the market).
All in all, to use the ships well as a creator you must either have a great amount of knowledge of W3 map design or just luck (e.g. Thawing Snowridden with mistakes). They take from the flow and add little in return. They are either the star of the show or the forgotten gimmick in the background. I'd say you tried to put as many things on this little chunk of land. If it were 128x128 or even 96x128 it would work much better as it wouldn't be as "claustrophobic". But hey, it's a boat map
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I'm glad to know that you have updated the map.
There are many new details. so I guess you really love small doodads stacking.
Especially under the sea, I noticed those stones and Coral reef.That's so cool and creative.
--Maybe there are too many waterfalls in the lower right corner, which may not seem reasonable.
There should be a better way to make the edge of the world look normal.
--Please pay attention to the position of creep.
Creep will be supported if it has other creep in its 600 range.
My hero angered Merc camps's guards, but he just wanted to challenge the little crab on the water side.
Once again, coral reefs are so cooool.