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(2) Enchanted Glade

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「Enchanted Glade」

By Mythic

Gameplay
[tr]
Though the Legion's corruption swept across the land, this glade mysteriously managed to resist its taint. Beware its denizens.

Features:
- 2 Goblin Merchants
- 1 Fountain of Power
- 4 Green Camps
- 2 Orange Camps
- 3 (+2) Red Camps
- 2 Taverns

Screenshots
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141297d1417295409-2-enchanted-glade-enchantedglade_entireview.png

140990d1416233702-2-enchanted-glade-enchantedglade_screenshot1.png

140991d1416233702-2-enchanted-glade-enchantedglade_screenshot2.png

140988d1416233702-2-enchanted-glade-enchantedglade_entireview.png

140992d1416233702-2-enchanted-glade-enchantedglade_screenshot3.png


Credits
[tr]
Blizzard; Ultimate Terraining Map Contributors; JetFangInferno (Wisps)

Changelog
[tr]
11/14/14: v1 - Uploaded
11/17/14 v2 - Added life to most of the environment, especially the Fountain area.
11/28/14 v3 - Added a missing credit and some flowers. (and an unused action)
11/29/14 v4 - Fixed pathing problems, redid some item drops and added more creeps to camps.
Map Description Generator 「By Vengeancekael」

Keywords:
Enchanted, Glade, Enchanted Glade, Myth
Contents

(2) Enchanted Glade (Map)

Reviews
Moderator: StoPCampinGn00b (2) Enchanted Glade by Mythic AKA Cakemaster AKA Wrathion AKA EliTe AKA EnTropy REVIEW Enchanted Glade is a 1v1 melee map with a creative but symmetric layout, good terrain, a low amount of creeps, and lots of...

Moderator

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Moderator

[TD]
Moderator:
StoPCampinGn00b
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(2) Enchanted Glade
by Mythic AKA Cakemaster AKA Wrathion AKA EliTe AKA EnTropy
navbits_start.gif
REVIEW
Enchanted Glade is a 1v1 melee map with a creative but symmetric layout, good terrain, a low amount of creeps, and lots of chokepoints. There isn't any hero tavern as of this version, but there are guarded shops and a mana fountain. The style of this melee map is region control rather than rushing and harassing, but it's functionality of a playable melee map is all here. Read below for a more detailed explanation regarding the quality of the map.
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FEEDBACK
Gameplay:
Creep camps drop appropriate items. There are fewer creep camps than average, but what makes up for it is a mana fountain. The problem is though, there should be more of a variety. All the camps either have 1-3 units in them. Why not make it 1-5? This is because some strategies/races are good against strong but few units and some are effective against weak but many. The first lizard green camp is very weak. I've tested, and a lone blademaster (and probably other heroes) can kill off the entire camp AND kill off a furbolg in the next camp. Add some more creeps to some camps, but remember to compensate the item drops when updating it.

The map is symmetrical, meaning both sides of the map have an equal opportunity to win if they are the same race. There are an acceptable amount of trees and gold in the starting locations, as well as fully functioning expansions. The layout can be called creative, but players should know AI have to go the long way around as they cannot cut strategically placed trees.

But no tavern? Tavern's are one of the most, if not the most, loved structure in melee communities. It's acceptable without it, but I know some players might be disappointed that the tavern isn't there. Other than that, there wasn't an excessive amount of neutral buildings, and you've chosen the correct creeps to guard them.

Air is pretty damn effective in this map due to the nature of long and chokepoint heavy pathways. If you do not want to put air pathing blockers, I suggest you add some creeps with ensnare near the middle of the map. The balance issues in this map aren't major, but aren't minor. I can't give any race a clear advantage in this map, but it may lean undead because of it's superior air force (but it's counterable).

Visuals:
The terrain and doodad placement of the map was lovely. It wasn't over the top and highly decorative, but it's well above average. It definitely looks different from blizzard melee maps.

Some of the height leveling looks a little sharp, especially in the drop off in the left side of the valley. Other than that, the map looks great visually.
Miscellaneous:

None.​
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VERDICT
The map is approved with a 3 star rating. Three stars usually means average to above average with minor problems but full functionality. Overall map can be useful for melee map makers and players alike.
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FAQ

[COLOR=white

Map Making Related

[COLOR=white

[COLOR=white

] How can I get my map approved? Learn here.
Where can I get world editor assistance and find tutorials? Here.

Forum Related[/COLOR]]How do I navigate the Hive Workshop? Learn here.
What does reputation mean at the bottom of my profile? Learn here.
Where can I discuss a problem only with the staff and/or higher administrators? Here.


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[/TD] [/TD][/tr]
 
Reserved. This was sitting around untouched due to my altered melee's cancel, so I decided to upload it.
 

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Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
A strange and simple melee map. I found out some issues though:

1- Why did you put creeps nearby the starting gold mines if there are only two players? In all cases, those creeps will be removed in game
2- Interesting to find a Fountain of Power in the middle. I've never seen such a thing in melee maps because it's either restoring HP or mana, not both in one time. The dragon could be troublesome to kill, but once it is done, I find a big treasure! I can attack the enemy base, kill all enemies but have many of my units with critical HP and not able to overcome the defences. I can simply send them to the fountain all fully restore mana and HP. Pretty imba don't you think?
3- Some creep camps are weird. Putting a single furbolg on the way to the whelps is not really one of the best ideas ever. A creep "camp" is called "camp" because there should be at least 2 creeps in it, not only 1!
4- The expansion gold mines are too restricted with those pathing blockers. I cannot build a fair base there with such a small space. I may even block the way to the gold mine if I build the main building in the wrong position or if I cluster some towers in that place, making it unbalanced

However, this doesn't mean the map is bad. It has a good terrain and a great fog effect. The waterfalls in the middle are awesome. Item drops are suitable and the game can achieve balance if some issues are fixed.
Overall, I will give this map 3/5 but I will not vote for now.
 
Ooh, thanks for the review. For the creep camps, I was pretty restricted since Furbolgs are lvl 4, then Whelps are 3. I couldn't use Satyrs/Spiders (lvl 2) since they don't go well with the map theme of "resisting the Legion". I'll see though.
Why did you put creeps nearby the starting gold mines if there are only two players? In all cases, those creeps will be removed in game
If there's only one player the creeps on the opposing Goldmine will remain.
4- The expansion gold mines are too restricted with those pathing blockers. I cannot build a fair base there with such a small space. I may even block the way to the gold mine if I build the main building in the wrong position or if I cluster some towers in that place, making it unbalanced
Hm, I was thinking it be built outside the path, but I'll see.
 
Anyway, isn't it a bit small for 2 players? You could've played with a 92x92 size for 2v2.

Seeing as you used mainly the rolling shores technique for the terrain I think that the spring/lake part looks a bit unnatural. Maybe you could make small raises nearby that fountain oh and ease up on those cliffs height and try a smoother transition for those.

Use the smoothening tool please, it's too jagged at edges.

Also use cattails, lily-pads and river-rushes for that fountain area. It looks barren right now :/

Overall the outer parts seems a bit lifeless, maybe because those need a lil' more shrubs, rocks, even logs and hollow stumps. The fog is clashing awfully with your terrain, I actually lowered it to 125 155 175 (RGB) value and it looked better, the far z could be set to 7500 since this is a melee and you need to see where your opponent might be.
 
Anyway, isn't it a bit small for 2 players? You could've played with a 92x92 size for 2v2.
It's a pain decorating 64x64 already. :[
Maybe you could make small raises nearby that fountain oh and ease up on those cliffs height and try a smoother transition for those.
Done.
Also use cattails, lily-pads and river-rushes for that fountain area. It looks barren right now :/
Done, I wonder how I skipped that.
Overall the outer parts seems a bit lifeless, maybe because those need a lil' more shrubs, rocks, even logs and hollow stumps. The fog is clashing awfully with your terrain, I actually lowered it to 125 155 175 (RGB) value and it looked better, the far z could be set to 7500 since this is a melee and you need to see where your opponent might be.
Done with rocks and stumps.

The fog is rather weak in-game compared to in-editor though.

Updating...
 
Level 32
Joined
Apr 2, 2013
Messages
3,956
It's impossible to play alone a melee map with neither a computer nor a human. 2 players must be present so those creeps should be removed.
Though Mythic's explanation for adding those did not give the correct reason on why to keep the camp, he might have wanted to test the creep camp's difficulty in single player mode, where you can leave the opposing slot open.
 
Level 32
Joined
Apr 2, 2013
Messages
3,956
Review finished :cgrin:


[TD]
Moderator:
StoPCampinGn00b
user_offline.gif
user_offline.gif
(2) Enchanted Glade
by Mythic AKA Cakemaster AKA Wrathion AKA EliTe AKA EnTropy
navbits_start.gif
REVIEW
Enchanted Glade is a 1v1 melee map with a creative but symmetric layout, good terrain, a low amount of creeps, and lots of chokepoints. There isn't any hero tavern as of this version, but there are guarded shops and a mana fountain. The style of this melee map is region control rather than rushing and harassing, but it's functionality of a playable melee map is all here. Read below for a more detailed explanation regarding the quality of the map.
navbits_start.gif
FEEDBACK
Gameplay:
Creep camps drop appropriate items. There are fewer creep camps than average, but what makes up for it is a mana fountain. The problem is though, there should be more of a variety. All the camps either have 1-3 units in them. Why not make it 1-5? This is because some strategies/races are good against strong but few units and some are effective against weak but many. The first lizard green camp is very weak. I've tested, and a lone blademaster (and probably other heroes) can kill off the entire camp AND kill off a furbolg in the next camp. Add some more creeps to some camps, but remember to compensate the item drops when updating it.

The map is symmetrical, meaning both sides of the map have an equal opportunity to win if they are the same race. There are an acceptable amount of trees and gold in the starting locations, as well as fully functioning expansions. The layout can be called creative, but players should know AI have to go the long way around as they cannot cut strategically placed trees.

But no tavern? Tavern's are one of the most, if not the most, loved structure in melee communities. It's acceptable without it, but I know some players might be disappointed that the tavern isn't there. Other than that, there wasn't an excessive amount of neutral buildings, and you've chosen the correct creeps to guard them.

Air is pretty damn effective in this map due to the nature of long and chokepoint heavy pathways. If you do not want to put air pathing blockers, I suggest you add some creeps with ensnare near the middle of the map. The balance issues in this map aren't major, but aren't minor. I can't give any race a clear advantage in this map, but it may lean undead because of it's superior air force (but it's counterable).

Visuals:
The terrain and doodad placement of the map was lovely. It wasn't over the top and highly decorative, but it's well above average. It definitely looks different from blizzard melee maps.

Some of the height leveling looks a little sharp, especially in the drop off in the left side of the valley. Other than that, the map looks great visually.
Miscellaneous:

None.​
navbits_start.gif
VERDICT
The map is approved with a 3 star rating. Three stars usually means average to above average with minor problems but full functionality. Overall map can be useful for melee map makers and players alike.
navbits_start.gif
FAQ

Map Making Related

Forum Related

How can I get my map approved? Learn here.
Where can I get world editor assistance and find tutorials? Here.

How do I navigate the Hive Workshop? Learn here.
What does reputation mean at the bottom of my profile? Learn here.
Where can I discuss a problem only with the staff and/or higher administrators? Here.


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user_offline.gif
[/TD] [/TD][/tr]
 
Last edited:
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