(2) In Between

This bundle is marked as approved. It works and satisfies the submission rules.
In Between
Created by SonofJay

Description

Screenshot

Other stuffs

[TD]
In Between The host of many naval war. This group of islands offer lots of strategical points critical on winning a battle.

Features:
  • 10 Orange Camps
  • 6 Green Camps
  • 4 Red Camps
  • 4 Extra Goldmine
  • 4 Goblin Shipyard
  • 2 Goblin Shop
  • 2 Marketplace
  • 2 Mercenary Camp
  • 1 Tavern

Nothing much to say. The concept is kinda lame, I wanted something big for 2 players for long battles and I like ship! Yes I like ship! Well I guess its good enough.

~Enjoy.

Join the Melee Nation Force!



Update 4:
-Changed the shipyards on the expansion islands with goblin lab. The location of
the goblin labs isn't the same as the shipyards but they're still on the same islands.

Update 3:
-Slightly adjusted Sasquatch's position on the expansion mine.
-Added 4 bunnies. ;)

Update 2:
-Changed pathing of way gates
-Change Makruras camp to Bandit Camp

Update 1:

-Fixed pathing issues
-Removed level 0 barrel
-Added pathing on the way gates
-Changed Sasquatch drop from Level 8 item to random "Artifacts"
-Removed spammed Rock Spires below the islands
-etc

Credits:
-Remixer



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Check my melee map tutorial: SonofJay's Melee Map Tutorial Check this other sites: ChaosRealm BlizzardModding
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Keywords:
SonofJay, Melee Map, Warcraft 3
Contents

(2) In Between (Map)

Reviews
Orcnet21:11, 17th Aug 2013 Map Approved IN Between (Update 4) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D RateScorePercentLetter...

Moderator

M

Moderator


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Orcnet21:11, 17th Aug 2013

Comment

Review

Map Approved
IN Between (Update 4)


Rate
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5/591-100A

Rate
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4/581-90%B

Rate
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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"The idea of tavern in the middle of the water level is a bit far, though I am expecting the goblin shipyard to be free from creep control, I suggest you build up the way gates and expand the middle a bit, so it gets a little loop going on in the middle, instead of way gates directly crossing on the player's region just place the teleportation in the middle. And lastly the total creep level is intermediate even though its just a 1v1 match, try to level it down a little."

Terrain

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"Terrain is a masterpiece, I like the idea of crossover for two themes to unite, it would be nice if the fellwood mercenary camp will look like the standard version instead of the custom but still cool terrain."

Management

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"Overall map can be recommended."

Total Score:


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10/1583%B
 
Level 13
Joined
Sep 14, 2012
Messages
438
Comment

Very nice map, i rely like map like thees, description is very good, nice screenshot.
_______________
Rating:
5/5

Terrain

Terrain is very cool, nice template. Very creative.
___________________
Rating:
5/5

Gameplay

A simple melee map.
____________________
Rating:
4/5

Final Rating:

Terrain:5/5
Gameplay:4/5
Comment:5/5

FINAL RATING:
5/5

Suggestions
-No suggestions

GIFT

+1 rep :D
 
Level 10
Joined
Jan 20, 2011
Messages
494
Comment

Very nice map, i rely like map like thees, description is very good, nice screenshot.
_______________
Rating:
5/5

Terrain

Terrain is very cool, nice template. Very creative.
___________________
Rating:
5/5

Gameplay

A simple melee map.
____________________
Rating:
4/5

Final Rating:

Terrain:5/5
Gameplay:4/5
Comment:5/5

FINAL RATING:
5/5

Suggestions
-No suggestions

GIFT

+1 rep :D

I swear you say "a simple melee" for everything. Please define more by what you mean and what it would take to boost that, otherwise your just pointing out the obvious.

SoJ I will check tomorrow since im on my phone, and give you a review
 
Remixer's Review
Terrain
Terrain is nice, however I am not sure was it worth to import custom models and a texture, you have used them so rarely and the temple's custom model is not that outstanding is it is below water. For the first I have to say you should fix the pathing blockers at the surfaces, fix the pathing blockers on the shores that are not walkable, you have placed them very "quickly" and you can see that at some points you can enter the ground even though you should not be able to. This can be very bad if you land something like artillery to the unreachable surface where from they can shoot to enemy base or island. Another thing is, you forgot to smooth the tavern island, it has very sharp edges, fix it. Other than that it seems okay, very symmethric. There is still some pathing errors in the surrounds of the islands, the pathing blockers should reach the water so that you can not land units on the stone ground.


Creeps
Creeps are good now, removed random barrel with item drop and changed sasquatch item drop. However you added wrong pathing to the way gates, currently the way gates are not enterable, it must be something walkable but not buildable pathing on the way gate. Fix it, it is now worse than before.


Generally
Generally the map is very sweet, however I could consider it's size as a waste, the center area is uselessly large, and filled with an ocean, however it is not that important. Nice mix of two kind of similar tileset. However, the Felwood islands however can look pretty out of place around the Village Fall areas.

Rating:
Terrain: 3/5
Comment: Terrain needs more defined pathing around the island surfaces.

Creeps: 4/5
Comment: Creeps are nice, howeve makruras can look prety strange, you could change them to murlocs or bandits, however up to you. Nice drops, but fix the level 0 drop in the barrel and reset the Way Gates, they should have a proper pathing.

Generally: 3/5
Comment: Generally refreshing map with nice, but very seperate mix of two similar tilesets. Supports long line gameplay nicely because of 2 extentions per player. (Changed rating. I missclicked earlier.)

Rating: 10/15 (Gold)
 
Last edited:
Level 29
Joined
Nov 29, 2012
Messages
6,637
NIcely done SOJ. Your melee map just really rocks the whole map section. So on to my review and please pardon me but Im too lazy to use my review template so expect a wall of text from me.

So, here. The melee's concept and form is quite great. Making an island like of those really requires hardwork to make them symmetric and balance and I give you points for being able to do that. Now for the terrain, I like how you mix two different tilesets into this one melee map and you've really shown mastery in the terraining. The terrain just looks really decorated with fitting doodads and destructibles. Right amount is also putted and not spammed. I give you another points here! Now about this melee overall, as I say this looks really great. Map is perfectly symmetric and right amount of creeps and creep camps were putted into this melee map which makes it better. To add, the map also has the right choices of buildings into it and the map does not miss any needed neutral buildings.

Overall, a melee map that is purely perfect even if there are no imports (sorry if there is though ;b). 5/5 and +4 REP!

And actually that is not really a wall of text... meh.
 
Level 27
Joined
Oct 28, 2011
Messages
4,776
Thanks guys.

I updated the map with this changes:

Update 1:

-Fixed pathing issues
-Removed level 0 barrel
-Added pathing on the way gates
-Changed Sasquatch drop from Level 8 item to random "Artifacts"
-Removed spammed Rock Spires below the islands
-etc

@Remixer

There is only two custom model and one texture. Its not really size consuming. Imported them because they fit what I need.
 
I noticed you changed the pathing it is now something like "Altars" which is not walkable in the middle. Try out "Circle of Power (Large)" or another way is to make the Way Gates has no pathing and add doodads which are walkable but unbuildable to block building around them. (The doodads can be invisible or underground). If I do this I either create a custom doodad with unbuildable pathing but walkable (Circle of Powers) or I just use "Bones" and height them underground so player can not see them.
 
Level 27
Joined
May 21, 2013
Messages
1,570
a very interesting and complete map for 1vs 1 player

terrain is nice
neutral buildings well placed
enough creeps
very creative map
Bla bla bla

voting for approve


two minor sugestions

1) the title, to be honest i dont like it ...why? because your title is form with 2 preposition, In...... Between, a subject ¡s really needed.
Also is like a grammar issue, because between is used when something is between two or more things like

the soul between shadows, but In Between... between what?
or in between shadows

i was playing with the translator a little and" in between" alone has no meaning, a subjet is needed.

a month or two a go i spoted a map called "battle in between", and it was bad used too.

The Mirrow islands (THI)
War of continents (WOC)
Charlie dont surf XD (CDS)

2) minor thing i sugest to put the sasquatch in camp mode to avoid a mix with the trolls if the user run, and try to put them very straigth to the gold mine
just to avoid death traps

again nice work
 
Last edited by a moderator:
Level 27
Joined
Oct 28, 2011
Messages
4,776
@ABGM It is not advisable to put the creep camp acquisition range to 200 if they're guarding a gold mine.

About the title, even though I always use Linkin Park titles, there is always a hidden message on the titles. My emotion when I'm making the map and such. So I don't see a problem with that. Don't line me with the others who just put a title on their maps after they finish making it.

@RedBaron

Ikr. If I remember it right, I have a ship pack somewhere on my harddrive. Maybe I import it and make overpowered ships. lol
 
[rainbow]Where are the bunnies? :) There are not any bunnies in this man. I see a few flowers and some crazy arch pillar creation in the water. Really great custom shore line but no bunnies. Groupy houses, I like them but don't, I know abgm thought they were bunchy on high road. The cathedral's edge doesn't mesh well. I like to add grass around the edges when that happens, or flowers but I think you know what you are doing and there may be better ways to blend it in, or maybe you like it that way. Nice island tavern middle island, fits and its "in between." Lincoln Park? really SoJ? J.K. Where is the ancient temple? I see it in the import manager but not on the map. Anyway, this should be approved because you made it and that settles it but its also really great. Oh ya, and Navy! sweet! There aren't many island hopper true melee maps, most of us get greedy and want full navies. But you kept it legit melee. Why? Navy would be sweet. Whatever, it makes sense to keep it true melee. I just wish there was a bunny in it, but 5/5 and +rep even though you turned off you rep, i give it anyway so someday if you turn it back on everyone will see it. Great map again SoJ! Another classic and a valuable resource here.[/rainbow]
 
Level 15
Joined
Apr 5, 2009
Messages
973
Full Review Emerges

Played the map, I think its simple and functional melee. But from someone like SonofJay, I really expected a 'hot damn' use of custom terrain. Overall I think its a fine map though I find the fog use a bit overtone for a melee and the ground texture for buildings especially when built something on a green grass, you'll see an autumn grass, I'm not blaming you for creating such its just how WC3 works.

Anyway, I really like the flexibility; even making an archipelago-like map AIs can still perform aggressive attacks through waygates. Some other notes though one shipyard would suffice for an entire army, I would suggest change one into a Goblin Laboratory, either one of them ;)

3.5/5 for now.
 
Level 27
Joined
Oct 28, 2011
Messages
4,776
Played the map, I think its simple and functional melee. But from someone like SonofJay, I really expected a 'hot damn' use of custom terrain.

I think having the versatility of melee mapping with imported resources and with default resources is not that bad.

I think its a fine map though I find the fog use a bit overtone for a melee and the ground texture for buildings especially when built something on a green grass, you'll see an autumn grass, I'm not blaming you for creating such its just how WC3 works.

Yeah, this really hurts the over-all idea. I even thought about removing all the ground texture of all buildings but its not really ideal since it requires a lot of pointless work and beside, buildings doesn't look good without ground texture.

Anyway, I really like the flexibility; even making an archipelago-like map AIs can still perform aggressive attacks through waygates. Some other notes though one shipyard would suffice for an entire army, I would suggest change one into a Goblin Laboratory, either one of them ;)

Done.
 
Level 16
Joined
Jul 16, 2007
Messages
1,387
This is beautiful and creative at the same time, my only notice is that the line between the water is.. too damn straight. I'd suggest you to make a twist at some points, to make it seem more natural.
otherwise, I really like the concept, good job. :)
 
Level 27
Joined
Oct 28, 2011
Messages
4,776
Glad you liked it guys.

This is beautiful and creative at the same time, my only notice is that the line between the water is.. too damn straight. I'd suggest you to make a twist at some points, to make it seem more natural.

Will probably do if there is more things that needed to be add/done but for now it'll remain as it is.

Have fun :)
 
Level 2
Joined
Aug 17, 2013
Messages
24
IlsNt.RiTz Review:
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Comment

Map is definitely good. I like the look of the map and the balance creeps. Nice Doodads (Environments, Props, etc.), it's overwhelming!

~Rating:
5/5
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Terrain

The idea of 2 terrain combination is actually cool. I love the idea and of course the way you did it. :)

~Rating:
5/5
-=-=-=-=-=-=-=-=-=-=-=-=-
Gameplay

Great map for 1v1 action but i think the Tavern is too far.

~Rating:
4/5
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Overall Rating:

Comment: 5/5
Terrain: 5/5
Gameplay: 4/5
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FINAL RATING:
4.8/5
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*I suggest that you create an easier way to get to the tavern (maybe like a waygate too). Nevertheless, great map!
 

deepstrasz

Map Reviewer
Level 57
Joined
Jun 4, 2009
Messages
16,331
This would be awesome with naval battles!
The northern secondary mine has the same amount of gold as the one in the south but it is less protected.

The concept is very interesting. A lot of crazy strategies can be put to use on this map.
 
Level 2
Joined
Jun 19, 2017
Messages
12
Balanced map for when you specifically want an aerial/naval standoff. Reminds of Starcraft. I like it a lot.
 
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