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(2) Shallow Connection

MELEE MAP

Shallow Connection


Lands connected with a very shallow path. A very ideal place to settle, but your enemy is a threat. Go and conquer the land with all your resources and tactics.

This is a melee map created by eubz

The Creeps

Creep encampments are stated below:
1. Red Camps -> [2]
2. Orange Camps -> [4]
3. Green Camps -> [4]

Neutral Buildings

Neutral Buildings are stated below:
Goldmines
Number of Goldmines: =[4]
1. low - [10,000]
2. high - [15,000]
others
1. Goblin Merchant - [2]
2. Goblin Laboratories- [none]
3. Taverns - [1]
4. Mercenary Camps - [2]
5. Dragon Roost - [none]
6. Fountain of Health - [none]
7. Fountain of Mana - [none]

Screenshots

204270-albums4807-picture65674.jpg

Note

All models and doodads herein are from Blizzard Intertainment. No other models have been exported for use in the map.
Keywords:
shallow, connection, connect, river, sea, eubz
Contents

(2) Shallow Connection (Map)

Reviews
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「09/Mar/2013 13:41:21」 » Reasons: » Comment: Verdict + Neat terrain - Generic - Hero Tavern not easily accessible The tavern is supposed to be accessed early game, right now...

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» Vengeancekael:[c] Profile :: Message :: Hive Staff
» Date:[c] 09/Mar/2013 13:41:21
» Reasons:
» Comment:
Verdict
+ Neat terrain
- Generic
- Hero Tavern not easily accessible

The tavern is supposed to be accessed early game, right now you have to cut down trees, buy a ship and then get to it.
Neat looking terrain, doesn't break any melee rules.
Acceptable
[tr]​
» Rules: [c] Map Submission
» Contact: [c] Staff Contact
! 'Reasons' are automated !
 
Level 5
Joined
Dec 10, 2012
Messages
84
Here is a quick review, for I didn't have that much time to fully go over your map.

The green creep with the kobolds do not drop any items, I'd suggest dropping like a mantle of int. or slippers of agi. or gauntlent of str. +3. Or maybe a level one tome of any kind, just make it random.

You can NOT cross where the tarven is to your oppenents base at all. So if you wanted a tarven hero you could not even get one untill you chopped down the trees to get to the shipyard and then buy a ship.

I like the idea of having to chop down trees to get to the shipyard, but the shipyard to the left only has one creep and that is a rouge wizard instead of, two rouge wizards and a renegade wizard. Screenshot attached.

This map is really small, instead of having so much water, how about where you have the two ships at, extend land to there and add like a goblin labotory with some creeps. Giving the creeps strong items. This also make the map bigger and to increase the level of your hero.

Now I don't know if this is on purpose or not but did you make it where you can NOT cross at the middle? If so I would recommend it where you can walk to each other bases, or other wise it would be like the blizzard map hurricane isles where you had to use the zepplin to reach one anothers base. (One of my least favorite maps.)

I would like to suggest one more thing and that is to make the goblin merchant camps a orange camp so you can atleast obtain a level of 2 from creeping just it alone without needing to creep the green kobold camp. (This is quite normal for any blizzard melee map of orange camps giving level 2 without any creeping anything else first.)

Your map is perfectly symmetrical, which is needed on a melee map. The terrain looks great for a simple melee map. I like the idea of water maps because blizzard has barely any of maps that involve much water scape, and I believe that there is not ONE where you can use ships to travel in water.

But other then that I rate this map a 3/5 for now and [color=green2]+rep[/color]! Note: Rating may change due to improvents upon the map by the creator(s)
 

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deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,719
-the Goblin Shipyard in the east has more protection than the one in the opposite cardinal side (might be because of the Start Location)
-players are forced to cut the trees to reach the Shipyards. The problem is that the west player has less to cut than the other one
-the AI is pretty useless on this map
-it's also quite asymmetrical
 
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