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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

(24)Madness in the Barrens!

Submitted by mafe
This bundle is marked as approved. It works and satisfies the submission rules.
So, I attempted to make a 24 player melee map. A few things are to note before you get too excited:

-There seems to be a general bug with maps with 24 (maybe also fewer) players: Sometimes one or several players spawns in the base of another player instead of an intended starting location. I tested this with 2 other maps, and saw the same behavior. So it seems to be not specific for this map. From the tests I did, I estimate the chance of this bug happening at about 50%.

-The map has everything it needs to have from a gameplay perspective, but I havent even started with any visual aspects. Doing this would take weeks, due to the size of the map, and I cannot say if I will have the time for that.

-Due to the layout of the map, I would recommend playing it 12v12, 6v6v6v6v6, 2v2v2v.......v2. It might not be ideal for normal FFA or 4v4v4v4v4v4.

As the PTR is fresh and exciting, and people are playing on it now, but maybe no longer in a few weeks, I have uploaded this map now. Yes I know it is nowhere near the standard you would expect from a normal melee map, but keep in mind that players want to try out the new possibilities with 24 players now, and polishing such a big map in the few days since the PTR release is simply not possible. I will try to upload a few "nicer" looking versions over time. So for these reasons it would be kind if the map could be approved nevertheless, so it the players who are looking for a 24 player map can find it.

edit: Apparently the minimap generated on the hiveworskhop cant handle 24 startings locations yet. I added another screenshot of the minimap, dont be confused.
Previews
Contents

Madness in the Barrens! (Map)

Reviews
Paillan
Just to be clear, this isn't an actual review, this is just a measure. Being 1.29 in the PTR, I feel like it's smarter to hold the review on this one until patch is out. Set to Pending...
deepstrasz
Hey, this is neat. Just gotta be extra careful on the nearing neutral camps so they don't help each other. And some terrain height and doodad variation wouldn't hurt. Approved.
  1. istvan921

    istvan921

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    Madness a 24 player map finally at Hive i will give this a try
     
  2. deepstrasz

    deepstrasz

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    @Ralle, as @stan0033 suggested on your profile, when you have time, please implement the more than 12 players option for map threads and search. Also what @mafe implied, the minimap does not show all 24 starting locations.
     
  3. nightelfbuilder

    nightelfbuilder

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    Imagine playing with 23 people(excluding yourself) it is truly MADNESS, I'm just kidding, Good job on the map.
     
  4. The Panda

    The Panda

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    I honestly think its kinda rushed when I opened it, it needs more love towards the terrain and doodads.
     
  5. MysteryMaze

    MysteryMaze

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    Here comes the first 24player map! Surely a madness!
     
  6. OverClocked

    OverClocked

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    You should give the middle players an advantage because it's quite unfair to be surrounded by enemies
    Maybe give them some height advantage
     
  7. Ragnaros17

    Ragnaros17

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    Maybe for a balanced map, 224x224 should contain less amount of players
    Esmerald Gardens ( 12 player Blizzard map) was designed in 192x192
    So maybe 224x224 it would be for 16 player melee map. (the players in the edges)

    Sugestion: remove inner players (between balance and being greedy, what does the competitive melee user choose: balance (chorus). In that way you will have a 16 player melee map, but with more balance.

    Maybe 24 player maps are ment for a much larger size such 480x480 or maybe less but clarly 224x224 wich is and old size layout doesn´t seems to be for 24 players.

    mine is just a sugestion, do as you wish.
     
  8. Arrr

    Arrr

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    I usually place some flying blocking doodads behind bases that are in the middle (way too exposed to air).

    Really appreciate the effort to put out a map for the community this fast; it may not be well terrained, but I know creating the layout and putting down the gameplay for such large maps is really hard.
     
  9. Paillan

    Paillan

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    Just to be clear, this isn't an actual review, this is just a measure.
    Being 1.29 in the PTR, I feel like it's smarter to hold the review on this one until patch is out.

    Set to Pending
    ======================================================================

    Always check/recheck the Map Submission Rules! (Map Submission Rules)

    These will help make a better description:


    Screenshots could attract more players to download your work. Make the best of them.

    A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

    A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

    If you want more reviews, come here:
    The Grand Review Exchange!
     
  10. mafe

    mafe

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    I agree, I had to make a compromise here. I dont have enough time to get a map to the visual level that is expected of a melee map. However, the PTR is out now, players are excited and want to see how warcraft with 24 players works. Why should they have to wait because I believe the map doesnt look good yet, when it has all that it necessary for gameplay? Adding thousand of doodads, variating the tiles etc barely affects the gameplay. I would not publish this map as it is in a few months from now, but given the hype surrounding the PTR and the potential for (further) revival of wc3, I think that letting people wait would be a missed chance. After all, noone has to play a map if he doesnt like it for whatever reason.
    I beileve both of you have a point here. However, I thought that the players in the middle also have the advantage of being able to reach multiple locations much faster (in particular the only central marketplace) than the players on the sides of the map. I tried to make the distances between middle and side players large enough so that in the initialy stages of the game, everyone should mostly have to direct neighbors to fight with (in an FFA) situation.
    However, as I did mostly intend this map for team games, the positions of the teams overall should be equal. Look at the comon battle.net 4v4 maps like Cherryville or Deadland or Deathknell: It is the same, there are also players who are more exposed than other, but if you look at it from a team perspective, both teams still have equal starting positions overall.
     
    Last edited: Mar 6, 2018
  11. The Panda

    The Panda

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    I understand your point but things that take time look better all I'm saying is take so time and slow down and make the maps environment more pleasing towards the player that's playing it, yes it may not effect the gameplay but it still make you look goo in a sense like "Oh that player takes his time and creates beauty" Something like that.. but that's just me you can take it or leave it.
     
  12. Ragnaros17

    Ragnaros17

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    About the beauty, a good trick is to design a combination of doodads, like skulls with smoke or rocks with cristals, or plants with mushrooms, what ever, and copy paste like a machine gun ta ta ta ta. Same goes for tererain, design a portion of tile mix and copy paste.
     
  13. Knecht

    Knecht

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    I for one don't see a problem in uploading a 24 player map without doodads. While it's true that the terraining and doodads might need some attention, the players strive for a 24 player melee map with all the hype around 1.29. The map is playable and works well, that's the main point of a map (plus doodads can be added later, they're not really changing the gameplay). As for the size of the map - a 256x256 or 288x288 might be better for a 24 player map but mafe has worked around the 224x224 size by putting one exp for two players. Anything larger than 288x288 had a chaotic minimap imo and with some of the larger map sizes some info was lost too (ie solo units). The one thing that strikes me as weird are those red camps in the corners - they feel as if they're too far away and I'd probably make them the same as the border red mines (in terms of creeps.

    Btw your map can be seen in 1v23 insane computers by funnywarcraft3
     
  14. map designer

    map designer

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    whats the bug? isnt starting location supposed to be random? or is it that the allies dnot start next to each other? :/
     
  15. GrandSilver

    GrandSilver

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    Please, please fix the drops.... i did 12v12 with computer, i put T1 all 12 Orcs and all 12 Undeads, everything was mixed up, it would be impossible to play with real players 12v12, only maybe FFA..........
     
  16. mafe

    mafe

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    You mean spawns or drops? Anyway, I thought i had fixed it and as I stated in description, there seemed to a general bug with player spawns for 24 players on all maps, not just this one. Due to reallife, I currently cannot invest much time into mapping, but i hope to be able to fix it at some point.
     
  17. Eregos

    Eregos

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    Did a 1v23 Insane AIs FFA on this map, seemed to work well. Took 2 hours to beat. Pretty straightforward, decent 24p map. I did have an issue observing a 7v8v8 insane AIs, two of them spawned in the rightside uppermost spawn for some reason, diasdvantaged one team a bunch.
     
  18. Daffa the Mage

    Daffa the Mage

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    I find some of the creeps odd, especially the gold mine creeps. Having 1 weak 2 powerful is not a common thing in my opinion. Not a big deal though.

    I also made a FFA play with AI, maybe you can get something out of it.
     
  19. mafe

    mafe

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    This seems to be a general bug which is not specific to this map. At least thats how it was at the time when I made and tested this map.
    Thanks, I will have a look at the video later on.
    Some of the creeps are indeed weird. The reason here is that when 24 player maps where made first possible, there was still a limit on the number of total creep, which I reached here. So I had to use higher level creeps than usual, where I indeed would probably have 4-5 creeps for a spot with a combined level of 15. Here I had to make a compromise and went with 3 creeps.