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Irresistible Mind

Designed exclusively for Melee Map Making Contest.

Map played by Foggy and FoCuS at Mapping Contest Cup Grand Final!Map featured on Gera Cup 139
Map featured on Gera Cup 141



Map Description:

At the tip of the sacred valley settled runaway renegades, whose magical excellence are second to none. As a means to power expansion, they took control over ignorant creatures with their distinctive mind controlling spells.



Map Size:
96 x 96 ( 84 x 88 )



Features:
  • 6 Gold Mines - 14000 Main, 12500, 10000 Expansions
  • 6 Green Creep Camps
  • 10 Orange Creep Camps
  • 2 Red Creep Camps
  • 2 Goblin Merchants
  • 2 Mercenaries
  • 2 Goblin Laboratories
  • 1 Tavern
+ RANDOM ENVIRONMENT PACKAGE ADDED!
rnd1.jpg


rnd2.jpg

This is a package which both water color and weather change each game!




The map is painstakingly finished, adding meticulous touch even to the most minute detail. Terrain is painted combining no less than 4 different textures( mostly 5 or 6).

detail1.jpg


detail3.jpg





Changelog 11/19:
  • Removable rocks have been placed to prevent creep aggro.
  • Units spawning location at mercenaries adjusted in order to make both sides equal.
  • Other minor things.
Changelog 11/20:
  • Creep adjustment for balance ( Central orange camp, Lab, 1st expo )
  • Other subtle location adjustment ( Main, Merc )
  • Minor item adjustment, terraining


*Changelog 12/8:

  • Map size cut down to 84 x 84 and is now square rectangular.
  • AOW creeping at shops more improved.
  • Mercenary type changed (Dalaran → Lordaeron)
  • Minor creep changes and item changes.
  • Tree walls at main made a bit thinner & perfect equal on both sides.

Changelog 12/22:
  • Creeps down-scaled at shops ( lv.16 → lv.12 )
  • Lightning Shield Wands eliminated from item tables.
  • Items down-scaled at shops ( lv.3 Consumable + lv.1 Book → lv.2 Book + lv.1 Perma )
  • Items down-scaled at 2nd expansion ( lv.6 Perma + lv.3 Consumable → lv.4 Perma + lv.2 Consumable + lv.1 Book )
  • Other minor item changes
  • Main base less wide open

Changelog 12/24:
  • Creeps at natural expo weaker now ( lv.15 → lv.13, replaced Geomancer with lv1 Kobold. )
  • Removed tomes at natural expo.
  • 1 lv.1 Kobold added at Kobold green camps, making up for lowered XPs at natural expo.
  • Ogre Maulers at shops are now Ogre Wizards ( Lowered creep HP )
  • Minor creep change at mercs
  • Shop aggro issue resolved
Changelog 1/13:
  • Lv 3 Kobolds are now replaced with trolls at central orange camps
Changelog 1/16:
  • Minor locational changes of creeps and cliffs at green camp replaced with tree walls in order to make possible organic AOW creeping*
Contents

Irresistible Mind (Map)

Reviews
deepstrasz
Please hide/spoiler tag the screenshots. This will help you know how to do it: BB Codes | HIVE 1. Avoid using that black boundary or what's it called as it makes the map look ugly where it is. You could use pathing blockers instead if you want to...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
That is very close to perfect, both in terms of looks and gameplay. A few minor things you might reconsider:
-Merc camps: Units can be bought without killing creeps. They will spawn in a much better position in the southwest than in the northeast. However in the NE, one can build a farm in range of the camp, whereas that is not possible in the SW.
-I would expect that it will occasionally happen that units will walk past the big red camps and get attacked.
 
Level 10
Joined
Oct 26, 2016
Messages
160
That is very close to perfect, both in terms of looks and gameplay. A few minor things you might reconsider:
-Merc camps: Units can be bought without killing creeps. They will spawn in a much better position in the southwest than in the northeast. However in the NE, one can build a farm in range of the camp, whereas that is not possible in the SW.
-I would expect that it will occasionally happen that units will walk past the big red camps and get attacked.


Thank you for your thorough feedback!

-Merc camps: Units spawning location adjusted by using deep water and now they are within the range of creeps. I changed lv3 ogres to troll trappers to trap hired units. Farm construction was made possible from both sides.
-Red camp aggro issue: Solved by placing removable rocks. Rock were set to 10% of hp to be broken easily.

17.jpg


Thank you again.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hello there, nice map, another great work for the contest I agree with mafe about the mercenary camps

1) I think you should move the green creep camp to the unused area
2) You can add more wood to the edge expanding bases


upload_2017-11-19_10-54-4.png




3) those rocks can be more atractive with plants and mushrooms.

nice desing, nice enviroment, I check the loot and I think is good too.


rating 4/5 (I will consider my final rate after reading the mod review)
 
Level 10
Joined
Oct 26, 2016
Messages
160
Hello there, nice map, another great work for the contest I agree with mafe about the mercenary camps

1) I think you should move the green creep camp to the unused area
2) You can add more wood to the edge expanding bases




3) those rocks can be more atractive with plants and mushrooms.

nice desing, nice enviroment, I check the loot and I think is good too.


rating 4/5 (I will consider my final rate after reading the mod review)


Thank you for your feedback!

1) Which green camp are you referring to? Murlocs? They were placed there to draw players to open spaces.
2) A base too expanded will render it unprotected. Yet, some trees are moved by one block for more space.
3) Those rocks are vulnerable. Once they are destroyed, remaining doodads will look awkward.

19.jpg


I decorated them as much as possible within the confines of natural look.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Thank you for your feedback!

1) Which green camp are you referring to? Murlocs? They were placed there to draw players to open spaces.
2) A base too expanded will render it unprotected. Yet, some trees are moved by one block for more space.
3) Those rocks are vulnerable. Once they are destroyed, remaining doodads will look awkward.

19.jpg


I decorated them as much as possible within the confines of natural look.

1) Yeah well nice theory but, creeps to near is not that good, it seems like you don´t have other place to put them wich you have, the area I marked is unused, just decorating, is a pity not put something usefull there. Maybe some trees to block between the mercenary camp and the green creep.

If I were you I would move them without doubt, it si not about draw other players or what ever theory, open creeps to near are not a standard thing and if you are a newby in wc3 or you click bad you can be pincered with that creep display.
This is my last attempt to try convincing you, your map, you are the boss, do what you wish.


3) about decorating rocks
my bad for being ambiguous, not that rocks, these rocks:


upload_2017-11-19_13-14-12.png

 
Last edited by a moderator:
Level 10
Joined
Oct 26, 2016
Messages
160
1) Yeah well nice theory but, creeps to near is not that good, it seems like you don´t have other place to put them wich you have, the area I marked is unused, just decorating, is a pity not put something usefull there. Maybe some trees to block between the mercenary camp and the green creep.

If I were you I would move them without doubt, it si not about draw other players or what ever theory, open creeps to near are not a standard thing and if you are a newby in wc3 or you click bad you can be pincered with that creep display.
This is my last attempt to try convincing you, your map, you are the boss, do what you wish.


3) about decorating rocks
my bad for being ambiguous, not that rocks, these rocks:



g.jpg


Above is the creep dispersal and blue circles indicate creeps leading to lv3.
If I move the murlocs to where you mentioned, they would be way too near the course, and I just wouldn't let players to stick near their bases.
Many competitive maps do have green camps close to center or in somewhat remote area and that is what I'm looking for.

And you shouldn't call me a newbie LOL. I was offered a melee map reviewer's position a few month ago.


As for the rocks, I would like to leave them as they are. I think they look good.
Thanks for your suggestions though.




It would be good to add a change log, so we can see the updates.

Thanks for telling. I will add them!
 
Level 29
Joined
May 21, 2013
Messages
1,635
g.jpg


Above is the creep dispersal and blue circles indicate creeps leading to lv3.
If I move the murlocs to where you mentioned, they would be way too near the course, and I just wouldn't let players to stick near their bases.
Many competitive maps do have green camps close to center or in somewhat remote area and that is what I'm looking for.

And you shouldn't call me a newbie LOL. I was offered a melee map reviewer's position a few month ago.


As for the rocks, I would like to leave them as they are. I think they look good.
Thanks for your suggestions though.




Thanks for telling. I will add them!

Important message: I did not call you newby with the editor/game and/or it was not my intention if you think it.

my bad grammar, now I see my mistake in redacting, have my formal apology.


I said as hipothetical situation if you or me plays wc3 as a newby, if a newby does not play well or bad clicks he can get pincered

"if you are a newby in wc3 or you click bad you can be pincered with that creep display." I was talking about the game not the editor

I say this as you need to know the creeps are in camp so they wont get you, but newby users can feel discouraged by this display, I will be attacked? Also if you are figthing the green creep and the enemy appears from behind the escape is reduced, and the running player can collide with the orange creeps,

Note: I am not trying to convince you or being a heavy user, just to fix my mistake of what I wanted to say in my post before.
 
Last edited by a moderator:
Level 10
Joined
Oct 26, 2016
Messages
160
Important message: I did not call you newby with the editor,

my bad grammar, now I see my mistake in redacting, have my formal apologize.


I said as hipothetical situation if you or me plays wc3 as a newby, if a newby does not play well or bad clicks he can get pincered

"if you are a newby in wc3 or you click bad you can be pincered with that creep display." I was talking about the game not the editor
I say this as you need to know the creeps are in camp so they wont get you, but newby users can feel discouraged by this display, I will be attacked?

I think I got you wrong. My bad, have my apology!
 
Level 29
Joined
May 21, 2013
Messages
1,635
I think I got you wrong. My bad, have my apology!

No, you have my apology... it was my fault at first place for bad redacting.

Ragnaros17 and MysteryMaze continued apologizing each other to the end of the times, the legend says the post reached 79014 message of apology between then. The case is well remembered in the Hive even now in year 2250.
 
Level 10
Joined
Oct 26, 2016
Messages
160
No, you have my apology... it was my fault at first place for bad redacting.

Ragnaros17 and MysteryMaze continued apologizing each other to the end of the times, the legend says the post reached 79014 message of apology between then. The case is well remembered in the Hive even now in year 2250.


I moved the creeps slightly farther away from the merc so as to avoid collision.

Thanks, buddy!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please hide/spoiler tag the screenshots. This will help you know how to do it: BB Codes | HIVE

1. Avoid using that black boundary or what's it called as it makes the map look ugly where it is. You could use pathing blockers instead if you want to create a bent map border.
2. Runes block building pathing (expansions).
3. None of the expansions have enough trees. Night Elves are advantaged.
4. Some of the seaweed is not on shallow water but on bricks and it moves. Looks weird.
5. Undead might be vulnerable to ground attacks in the mid expansion sites due to thin tree arrangements. Keeper of the Grove/Blood Mage+/-Attack Ground units.

Approved.

================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


If you want more reviews, come here:
The Grand Review Exchange!
 
Level 10
Joined
Oct 26, 2016
Messages
160
Please hide/spoiler tag the screenshots. This will help you know how to do it: BB Codes | HIVE

1. Avoid using that black boundary or what's it called as it makes the map look ugly where it is. You could use pathing blockers instead if you want to create a bent map border.
2. Runes block building pathing (expansions).
3. None of the expansions have enough trees. Night Elves are advantaged.
4. Some of the seaweed is not on shallow water but on bricks and it moves. Looks weird.
5. Undead might be vulnerable to ground attacks in the mid expansion sites due to thin tree arrangements. Keeper of the Grove/Blood Mage+/-Attack Ground units.

Approved.

================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


If you want more reviews, come here:
The Grand Review Exchange!


I hid the screenshots. Thank you for such useful information!

1. I removed all of them.
2. Runes moved to entrance. They might work as tower construction blockage in some way( watch screenshot ).
3. Fixed ( watch screenshot )
4. Fixed.
5. Some additional trees have been placed. I don't much worry about such issue as heroes such as Blood Mage and Kofg are the ones rarely used by pros, but still. ( watch screenshot )

20.jpg


21.jpg



Thanks for your feedback
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
To fix the "units-walk-past-red-camp-and-get-killed"-problem, it shouldve been enough to block only one of the two entrances with destructable rocks. At least if there is no special interaction betwwen destructable rocks and units pathing, but I dont think so. Then there is no big problem with AI either anymore.
 
Level 10
Joined
Oct 26, 2016
Messages
160
To fix the "units-walk-past-red-camp-and-get-killed"-problem, it shouldve been enough to block only one of the two entrances with destructable rocks. At least if there is no special interaction betwwen destructable rocks and units pathing, but I dont think so. Then there is no big problem with AI either anymore.

I have tried it with one side, but it didn't work :D Units would still enter the red zone but unable to get out. It was like no wayout for AI.
 
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