More reverted changes and PTR patches on servers that people don't play on.
They don't understand the necessary changes to improve they change nor do they have the balls to release a patch before reading angry comments in forums first.
-1v1, 2v2, 1v1v1v1
-12 Gold Mines
-4 Mercenary Camps
-2 Goblin Shops
-2 Goblin Laboratories
-8 Green camps
-12 Orange camps
-4 Red camps
Many battles were fought in this land in the past. What little remains is...
If this is your first map it's pretty good.
Good use of tiles and there's enough variation.
Doodad placement fits well.
I think you can restrict wind effect to less commonly used areas, so it's not used everywhere.
Unlike light rain effect, wind is more obnoxious to look at over time.
Do you think the camps are too far away?
There's a 7 camp right in front of base, a 9 camp that consist of several smaller creeps and a 14 camp which can be crept with AOW/Rod/Milita.
None of them are particulary hard to creep or is hard on creepjacks.
The neutral building placement is an...
I'll notify if i need anything, though i'm good for now.
You can't open newer maps with older editors.
Not that it's a big deal, i don't really play WC3 anymore and i intend to continue modding.
Does this look the same to you in the updated editor?
I'm wondering if there's also enemy priority in versions above 1.31.1
I tested it like this and still got close spawns, so i'm not sure what i'm doing wrong.
Changing ally priorities didn't change spawn layouts.
So i don't know if thats intended or a bug.
I'm using 1.31.1 editor.
No reason for not having lvl 2 drops, i just didn't find a camp for it.
I'm a big fan of charged lvl 2 so i put that there instead.
Well the map is sort of random, so i...
Separate values for every unit creates a lot of confusion.
Simplicity is always better.
You don't want a "memory" game like dota where you need to spend time just learning values for each hero/unit.
Flat+percent just works.
Hunts is the main unit that gains benefit from having fountains on a...
The mood of the map is really depressing.
It's not good if you want to play the map a lot over time.
I'm not sure if it can be fixed, but some nice nature scenes could alleviate the problem.
Try out some nice waterfalls, statues or that sort of thing.
I wrote too quickly lol, i meant: Flat+Percentage (Hybrid heal)
If you only use flat then Tier 1 heals too quickly.
If you only use percentage then Tier 3 units heal too quickly.
Therefore flat+percentage is necessary to balance the heal rate.
Blademaster and Warden aren't meta right now.
Gold coins drop 250 gold which is the equivalent of a level 2-3 item drop i think.
It's not bad, but it's not as fun as just having item drops.
If you get a gold drop you'll probably just use it for expo/tech anyway, so it doesn't add much of a meaningful choice.
Part of what makes item drops...
I toyed with the idea of using corrupted moon wells in Warcraft Royale as a neutral building.
A neutral moon well means it can be depleted and full health units can't drain more from it, leaving spare moon juice for the other player.
Though i don't expect Blizzard to add any new game mechanics...
Here's a map i believe would benefit from allowing branched map submissions.
[green] ET v0.68a
Under normal circumstances it's not allowed to post edits on the site, but it's sort of like an extension of the original game.
So i feel it should be accepted if credit is given appropriately.
They work because of said "allieviated" reason, but that doesn't mean they add to the game in terms of fun or balance.
WC3 is a game that is at it's most fun when you fight around bases, shops or in the open.
If you fight beside a fountain you need to back the off because whoever holds it first...
There's a lot of things that are hardcoded into tilesets such as watercolor, lighting and ground texture for structures.
Nothing can be done about it except change tilesets.
Nothing to apologise for lol, i'm just point out things.
The visuals is what needs work here.
It's a cop out to say it's not.
You have several color themes that collide with each other.
It's best shown here with drab dirt/grass, with brown trees, blue dirt and red ground texture for structure (from outland tilesets).
It doesn't look good at all.
I like the layout a lot.
There's a lot of high ground areas, but you can almost always choose to fight on an equal footing.
I'm not sure how useful boats are here, but at least they're optional and can be used for safety.
You're using doodads more liberally this time around which is an...
There's some visual stuff you can improve on, i doodled over the image in paint.
When it comes to gameplay i'd remove the alleyway to the creep camp.
Because if you get creepjacked you need to have a TP or it's game over.
Maybe add some rolling hills or even cliffs for...
You can't know what you don't know ;)
Finding the right information can be tough.
There's a lot of intricacies that come with making melee maps to meet competitive standards.
There's more than 1000 maps and we only play on 6-10 of them at a time.
So the standards are kept really high.
Thank you, that's valueable feedback.
I'll see what i can do.
Some of the problems might be inherent with the map layout and difficult to fix, but i'll see what i can do.
Looking at something like:
-Red to lvl 21
-Clear trees on path A, unclog chokes.
-Remove 4 and 9 green camp.
I don't think the pro players are what really determines the maps.
I think they're more the determining factor in what maps stay in the pools.
Who decides what new maps that make it into the pool are the tournament organisers.
You can start a tournament with your own money and people will join...
NI is fine, but i'm sure you'll agree with me if i say that every new melee map that's submitted look like NI in layout.
It kills some of the innovation when it became the middle-ground standard for all new maps.
Like if you look at the maps in the competitive map pool or maps that have been...
There's too many issues right off the bat:
-Too many mercs camps in one place, i don't know what it means for balance, but it won't be good.
-Too many different mercs. stick to Lordearon Summer until you get an idea of how to use other mercs. properly.
-Tileset is ugly. I recommend that you pick...
This is your best map so far.
Layout is somewhere between AZ and NI.
Creep routes seems a little wierd, i think you'd have to play it to figure it out.
Getting people to test maps with unintuitive layouts can be hard.
It could use some trees on the cliffs.
Maybe a little more decorations, it's...
Every map is Northeren Isles now lol.
Not a personal fan of ruins + dalaren, but some experimentation is appreciated.
I wonder how it looks in Reforged, because we probably have to think about how things look in that game too now >_>
I wouldn't worry so much about treeline to island expo.
If it's the length of a flamestrike then that's probably fine.
Warden is only viable on Terenas Stand against HU since she can kill peasants easily.
She falls flat in most matchups and maps.
So don't sweat it.
Are you referring to the paths behind the base?
Well yes, but that path won't be used offensively since playing there means you're not close to key objectives.
You can probably lame with BM flamestrike, cannon towers or AoW through the trees, but that's not something you want in a 1v1 map.
I did a quick paint doodle to explain some things that i would look into.
Expanding doesn't look very safe and should be closer or more secure.
If you're going with the boat theme then you might as well have an expansion island or something.
The spawn looks placed without...
Open source is great i think.
I would like another option to allow edits and publish on hive though.
I spoke earlier about how melee maps would benefit from this and improve melee maps as a whole greatly.
As people play maps and discover new exploits they can be covered faster with small...
Micro is a choice or rather meaningful actions you can do.
Movement is not.
When the most basic tasks become too complicated it needs to be simplified and with boats theres nothing you can about it.
At best you can set up a map for boats to have meaningful interactions like on Vile Reef or...
I seem to have figured it out.
The search system uses tags additively, so if i check the tags open source + melee, all melee maps and open source maps show up as well.
The system seems to work out as intended then.
I didn't check how the search system worked the first time.
Well maybe there is a unicorn out there that likes boats, i don't know.
There are well designed boat maps out there, Thawing Snow comes to mind.
The reason why you won't see them though is that it's just extra effort to use boats.
Why spend 5 clicks doing something as simple as moving when you...