(2)Marienburg

This bundle is marked as approved. It works and satisfies the submission rules.

Entry for the 6th Melee Mapping Contest

Strangers came to these lands with words of hope. Without the embrace they sought, their words turned into iron; then into blood.



FEATURES

  • 2 Expansions per player
  • 2 Goblin Labs
  • 1 Goblin Merchant
  • 1 Marketplace
  • 1 Tavern
  • 6 Green Camps
  • 8 Orange Camps
  • 4 Red Camps


CHANGELOG
11.09.20
- Uploaded

12.09.20: v.84

- Enclosed a bunch of creep camps a bit more
- Closed off one side of the Goblin Labs' ramps
- Filled a bunch of open spaces in various woods
- Added more contrast to trees in the minimap
- Buffed Goblin Lab drops from Charged 2/Permanent 1 to Charged 3/Powerup 2

12.09.20: v.88
- Flipped the shop camps to face the tavern instead of the map's corners
- Removed unpathable floating debris
- Added L1 Powerup to each Granite Golem camp
- Removed bats and birds near start locations

21.10.20: v.96
- Pushed most creeps - especially Shop Camps - inward to avoid unwanted aggro
- Fixed starting Gnoll Camps dropping L3 Permanents instead of L1
- Rotated Wolf Camps 90 degrees clockwise to face the nearest player
- Placed Line of Sight Blockers underneath the houses in following camps:
  • Both Murlocs
  • South Wolf Camp
  • Market Camp
- Pushed Expansion Camps toward their mines to avoid unwanted aggro
- Improved Lab Assassin drop from L3 Charged to L4
- Replaced Rock Golems guarding shops with Kobold Taskmasters
- Replaced extra Flesheater with Dalaran Reject, for clarity on item dropper
- Removed unused L6 Permanent item table
- Set natural expansions' gold to 10k
Contents

Marienburg (Map)

Reviews
mafe
Approved based on the results and reviews of the 6th melee mapping contest: Hive Cup 2020: Melee Mapping Contest #6 - Results Additional comments: -It's subjective, but the seaweed on land looks out of place to me. Especially if they are on blight in...

mafe

Map Reviewer
Level 18
Joined
Nov 2, 2013
Messages
699
Looks great visually, but from the gameplay point of view I have to criticise some stuff:
-Creeps should be positioned in such a way mimize the chance of player units running into them by accident.
-Some itemdrops are really strong/ weak in relation to the creepcamps guarding them: At the labs, it should definitely be a lvl 3 charged/permanent + lvl 2 powerup at least. Other itemdrops very much bend the boundaries of what it is normally acceptable, though possibly they didnt break them.
-Regarding the asymmetry in shop/lab, imho a key ingredient why it works on NI is that they are relatively close to each other. So from most locations of the map, the time it takes to reach one or the other does not make much of a difference. Here the distance between them is noticably larger. It's not a bad idea to try to use this feature however.

If you find a way to fix some of this in time before the end of the contest, it would great. Unfortunately I dont see easy fixes, but maybe you can come up with something nevertheless.
 
@mafe thanks a lot for the feedback.

Update said:
12.09.20
- Enclosed a bunch of creep camps a bit more
- Closed off one side of the Goblin Labs' ramps
- Filled a bunch of open spaces in various woods
- Added more contrast to trees in the minimap
- Buffed Goblin Lab drops from Charged 2/Permanent 1 to Charged 3/Powerup 2​
 
@Zucth skins in the current editor.

Update said:
12.09.20
- Flipped the shop camps to face the tavern instead of the map's corners
- Removed unpathable floating debris
- Added L1 Powerup to each Granite Golem camp
- Removed bats and birds near start locations​
 

mafe

Map Reviewer
Level 18
Joined
Nov 2, 2013
Messages
699
Approved based on the results and reviews of the 6th melee mapping contest: Hive Cup 2020: Melee Mapping Contest #6 - Results

Additional comments:
-It's subjective, but the seaweed on land looks out of place to me. Especially if they are on blight in an undead base.
-8000 Gold in the natural expansion is very low.
-The earlygame creeping options look predictable.
-It doesnt change anything for gameplay, just from a reviewer point of view, please dont have any unusued item groups in the map. It's confusing to look for the guy that drops the lvl 6 permanent, just to find it's not actually used.
-Other than that, it is a solid map.

Is the map name a reference to a real place?
 
-It's subjective, but the seaweed on land looks out of place to me. Especially if they are on blight in an undead base.
The blight part is unfortunate, as I like their liveliness.

I set the natural expansions' gold to 8k to encourage competition, but seeing the response to it, I'll set them to 10k instead.

Is the map name a reference to a real place?
Malbork Castle - Wikipedia

The description refers to Crusaders forcing their beliefs on the Old Prussians.

Update said:
21.10.20: v.96
- Pushed most creeps - especially Shop Camps - inward to avoid unwanted aggro
- Fixed starting Gnoll Camps dropping L3 Permanents instead of L1
- Rotated Wolf Camps 90 degrees clockwise to face the nearest player
- Placed Line of Sight Blockers underneath the houses in following camps:
  • Both Murlocs
  • South Wolf Camp
  • Market Camp
- Pushed Expansion Camps toward their mines to avoid unwanted aggro
- Improved Lab Assassin drop from L3 Charged to L4
- Replaced Rock Golems guarding shops with Kobold Taskmasters
- Replaced extra Flesheater with Dalaran Reject, for clarity on item dropper
- Removed unused L6 Permanent item table
- Set natural expansions' gold to 10k
 
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