(12)Fellow Fall Canyon

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(12)Fellow Fall Canyon (8)Dungeon Charm 1.04
Suit for: 4v4v4
Inspiration: 3Team MOBA
Map Creator: Zucth

178986-0e0b977c400cda5db1c7326b826da87c.png


172942-9348f54a35d1248eff9f33f0a01cb642.png

Neutral Building:
27 Goldmines
3 Mana Fountain
3 Tavern
9 Mercenary Camp
-Cityscape
-Dungeon
-Ashenvale
- Mid
1 Fountain Of Power
1 Goblin Merchant
1 Goblin Lab
1 Marketplace

Creep Camp:
12 Green
12 Orange
28 Red

Special:
-Chance to play Draenei(by charm draenei laborer)
-Not balance mid(by neutral b. and middle creep)
-Easy creep camp(Game focus on player force)

Information:
-Game focus on player tactic
-Story continued from last Mr.Goblin Sapper journey
-Side expansion camp give u more gold and a chance to conquer mana fountain in late game(Friend Or Foe Picture)
-Expansion goldmine round tavern was like a small fortress or guard camp from mid and blind spot
-Difference mercenary camp was design to make a different tactic player can play in the game, I don't know much of it, if you got a better idea of which these 3 could be, please let me know!
-If one of your friend is defeat the other will follow like fire!

1.02
-Itemdrop change
1.03
-Remove Flesh Golem Lv.11 > Rock Golem 9+2
-Remove One mana burn every mana fountain Lv.5>3
-Random Environment
1.04
-remove mana burn from base red camp.
-remove all the possession user in all red twin mines camp.
-reset mid camp to all sleep.
-fixed tree gap in some area. [and a lot still remain]
Previews
Contents

(12)Fellow Fall Canyon v1.3 (Map)

Reviews
mafe
Alright: 1. It seems you were not playing this as a team game? The description says the map is intended fo 4v4v4 (where I think the starting positions work well) or 2v2v2v2v2v2 (where I indeed think the starting positions of the teams should have...
mafe
Itemdrops look ok now. Map approved.
Level 19
Joined
Dec 24, 2019
Messages
337
Hello friend, I have been testing the map and these are my observations:

1.- The distance between players is sometimes almost non-existent, you can literally appear stuck to your enemy, which can be problematic, although it is fine if you are hardcore.

2.- The drop of random objects (in this case by levels) does not usually work very well, it is better that you define them one by one.

3.- For the most part the terrain is completely flat, which takes away a bit of charm from the map.

For the rest it seems to me that it is fine, I hope you can improve it little by little.

Greetings.
 
Level 21
Joined
Jan 4, 2020
Messages
289
Hello friend, I have been testing the map and these are my observations:

1.- The distance between players is sometimes almost non-existent, you can literally appear stuck to your enemy, which can be problematic, although it is fine if you are hardcore.

2.- The drop of random objects (in this case by levels) does not usually work very well, it is better that you define them one by one.

3.- For the most part the terrain is completely flat, which takes away a bit of charm from the map.

For the rest it seems to me that it is fine, I hope you can improve it little by little.

Greetings.

Thank you :D

1. You make me have no idea how to fixed that problem. XD

2. So u mean that I need to define it one by one in that lv?

3. I will make it more different then :>

Thx again.
 

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
869
Alright:
The distance between players is sometimes almost non-existent, you can literally appear stuck to your enemy, which can be problematic, although it is fine if you are hardcore.
1. It seems you were not playing this as a team game? The description says the map is intended fo 4v4v4 (where I think the starting positions work well) or 2v2v2v2v2v2 (where I indeed think the starting positions of the teams should have more distance between them).
2.- The drop of random objects (in this case by levels) does not usually work very well, it is better that you define them one by one.
2. It's the same like I said on some of your other maps: Please only use "100% to drop lvl X item of class Y", where Y is charged or permanent or powerup. Unless you are sure you can predict the implications for balance.
3.- For the most part the terrain is completely flat, which takes away a bit of charm from the map.
3. True, but the gameplay issues are more important.
In addition:
4. Creeps on expansion should not be blue.
5. Mercs bought at the light grey merc camp in the southeast will be stuck behind the merc camp.
6. Gaps between trees again, but fewer than on your other maps. For big maps, this is not an issue.

Good ideas:
-Generally good layout.
-Nice idea with the multiple merc camps in one location.
-Creeps are generally ok. (the lvl 11 golem should normally not be used, but for large team maps, it is acceptable).

So overall, this map is I think a promising map, but there is still a lot of work to do. Until then, map set to Awaiting update.
 
Level 21
Joined
Jan 4, 2020
Messages
289
Alright:

1. It seems you were not playing this as a team game? The description says the map is intended fo 4v4v4 (where I think the starting positions work well) or 2v2v2v2v2v2 (where I indeed think the starting positions of the teams should have more distance between them).

2. It's the same like I said on some of your other maps: Please only use "100% to drop lvl X item of class Y", where Y is charged or permanent or powerup. Unless you are sure you can predict the implications for balance.

3. True, but the gameplay issues are more important.
In addition:
4. Creeps on expansion should not be blue.
5. Mercs bought at the light grey merc camp in the southeast will be stuck behind the merc camp.
6. Gaps between trees again, but fewer than on your other maps. For big maps, this is not an issue.

Good ideas:
-Generally good layout.
-Nice idea with the multiple merc camps in one location.
-Creeps are generally ok. (the lvl 11 golem should normally not be used, but for large team maps, it is acceptable).

So overall, this map is I think a promising map, but there is still a lot of work to do. Until then, map set to Awaiting update.

1. Okay so 4v4v4 is work cause my point is 4v4v4

2. U mean middle? ok I will look to fixed it.

4. Last time in my other map like Spicy Lizard you say that I should turn it to blue and now you say not to, what's the different here? Is it up to case or something?

5. Thank you!
 

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
869
2. U mean middle? ok I will look to fixed it.
I meant the "mis 2" item table, which is used in the middle, yes.
4. Last time in my other map like Spicy Lizard you say that I should turn it to blue and now you say not to, what's the different here? Is it up to case or something?
My apologies for the confusion. The rule should be:
Are the creeps protecting a gold mine?
Yes -> then the creeps should not be blue.
No -> then the creeps should blue.
 

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
869
Ok so:
2. Still there is the "Mis 2" item table, which has items that should not be used.
4. Is ok now :)
5. Is fixed :)

7 (new). I am not sure why I didnt notice it before, but what I just wrote on "Tropicold" about the quotient "strength of creepcamp"/"strength of items" also applies to this map. Please have another look.

So I'm sorry, but please look again at 2, and also try to do something about 7. Map back to "Awaiting update".
 
[QUOTE = "deepstrasz, publicación: 3440310, miembro: 173274"] Debería ser posible, sí. Pruébelo usted mismo.
Y también sepa dónde buscar para obtener esta información antes
[spoiler = "haga clic para ver"]
[ATTACH = full] 361869 [/ ATTACH]
[/ revelación]
Haga clic en la imagen para agrandarla. [/ QUOTE]
i see that but maybe i can play

Can ya explain more, I can't stand xD
i can play this map in warcraft 3 1.27?
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 61
Joined
Jun 4, 2009
Messages
17,205
i see that but maybe i can play
You should be able since patch versions work backwards in what compatibility is concerned: 1.27>1.21 which means any 1.21 map should work on 1.27, some exceptions being with hacked versions.

Don't rate things you haven't played though. It's not correct. Now, maybe you did play it. I can't tell since you're using a translator and we might not understand each other properly.

Also, don't doublepost please.
Site Rules
 
Level 8
Joined
Jan 1, 2017
Messages
67
  I don't think this map is a qualified map. Its terrain design is too rough to match the terrain of blizzard.

  For example, some edge positions in the map are not refined, and the height of the map ground is uneven, which is easy to cause blind spots for individual players in the process of fighting.

  Many decorations on the map are made up of random pieces. From the aesthetic point of view, it will be very messy.

  In addition, many neutral and passive units have been added to the edge of the map. What is the significance of their existence for a game map?

  The only qualification of this map is that the overall layout is relatively balanced and the distribution of neutral creatures is fair. The rest is in a mess. The main problems are decoration and aesthetic design. It is suggested to redesign.
 
Level 21
Joined
Jan 4, 2020
Messages
289
  I don't think this map is a qualified map. Its terrain design is too rough to match the terrain of blizzard.

  For example, some edge positions in the map are not refined, and the height of the map ground is uneven, which is easy to cause blind spots for individual players in the process of fighting.

  Many decorations on the map are made up of random pieces. From the aesthetic point of view, it will be very messy.

  In addition, many neutral and passive units have been added to the edge of the map. What is the significance of their existence for a game map?

  The only qualification of this map is that the overall layout is relatively balanced and the distribution of neutral creatures is fair. The rest is in a mess. The main problems are decoration and aesthetic design. It is suggested to redesign.

I'm not gonna lied to you sir...
Wtf is wrong with you? Why are you always sent me into some kind of problem way. Like last times you say that it look too good. It must be other person made map. And now when it gameplay isn't that bad you say to disqualified it? What will be the problem next time? Disqualified all of my map? I feel like you are a hater or something dude. Are you trolling me or something? I already say that I have a problem with maximum of doodad use in a big map! So stop!!! Even if you say to remade it I can't even increase more doodad dude!
 
Level 8
Joined
Jan 1, 2017
Messages
67
I'm not gonna lied to you sir...
Wtf is wrong with you? Why are you always sent me into some kind of problem way. Like last times you say that it look too good. It must be other person made map. And now when it gameplay isn't that bad you say to disqualified it? What will be the problem next time? Disqualified all of my map? I feel like you are a hater or something dude. Are you trolling me or something? I already say that I have a problem with maximum of doodad use in a big map! So stop!!! Even if you say to remade it I can't even increase more doodad dude!

  A map, a work, good is good, bad is bad. I evaluated them objectively. I didn't target or discredit anyone.

  Because of your map "(12)Fellow Fall Canyon v1.3", after I posted it on the game platform and played with several netizens, it really didn't reflect very well, including the "(11) door Chronicle" map you released before. The problem mainly occurred in the shape and beauty of the map, so I came up to give you feedback. I do this with respect, because I think you will become a very good map writer if you are a little diligent.

  You publish maps frequently and efficiently, and you will publish a new map almost in a short period of time. I think if you spend so much time making new maps, you might as well spend that time repairing old maps that are not very good.

  Maybe you don't like what I say, but a great and successful artist doesn't grow up in praise.

  If your map can't be completed because War3's own map editor (WE) limits the number of map decorations, then I'll take back what I said.

  On this issue, you can use a third-party map editor to make it. For example, it is recommended that you use "YDWE" to break through the limit on the number of map decorations; and the map editor of "Warcraft III Reprint" also breaks these restrictions.

  In short, it is not good to publish "unfinished" works.
 
Last edited:
Level 21
Joined
Jan 4, 2020
Messages
289
  If your map can't be completed because War3's own map editor (WE) limits the number of map decorations, then I'll take back what I said.

  On this issue, you can use a third-party map editor to make it. For example, it is recommended that you use "YDWE" to break through the limit on the number of map decorations; and the map editor of "Warcraft III Reprint" also breaks these restrictions.

  In short, it is not good to publish "unfinished" works.

1. it was my very first map that I made many mistake happen always when I'm a newbie, right now I know better than where I had started. In that time I have two problem, first is that I didn't really sure how to decorate or how to make it look better in that time. So I didn't design overall of it to have very nice decoration I just look for a battle map that I build play with group of friend and have fun and for me in that time it was finish and nice in my eyes. I will fixed it some how then. If there's that much problem.

2. Second problem I have the limited doodad reach problem in the big map you can see from my Colandora Castia with 256x256 space lack of doodad and other big map that had 11+players. And I didn't think break the limited to lag the game while playing is not a great idea either.

For the before quote you have done if that's what you point, then I will put back those negative thought I have before. And when I said that I will come back and fixed it, it mean of what I say but it's about later. Anyway thank for your help from before then.
 
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