• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • ✅ Time to vote for the top 3 models! The POLL for Hive's 6th HD Modeling Contest: Mechanical is now open! 📅 Poll close on July 16, 2024! 🔗 Cast your vote now!

(4) Fort Maristella

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Fort Maristella
Player(s) Recommended: 2v2 or FFA
Tile Set: Dalaran with Northrend/Icecrown Glacier Ice
Created by yours truly.

Neutral Buildings:
- 4 Goblin Merchants
- 4 Goblin Labs
- 1 Fountain of Health
- 1 Fountain of Mana
- 1 Marketplace
- 1 Merc Camp
- 1 Tavern
Total: 13

Gold Mines: 8 (4x15000 and 4x32500)

Creeps:
- 4 Green
- 8(-4) Orange
- 12 Red
Total: 28(-4)

Map Description:
Fort Maristella was once an elegant and seemingly majestic fortress of the Sisters of the Empire, now teeming with bandits, heretics and fallen wizards. You must control the fortress but beware, your enemy will take the fort for themselves.

Recommendation:
The domes are in HD and cannot run in SD mode, so go to Reforged mode and see the difference.
Contents

Fort Maristella (Map)

Reviews
mafe
Hello new melee mapper!(?) Or did you make melee maps before? Your name seems to ring a bell, but apparently you dont have any melee maps uploaded so far. Anyway. The map has an interesting concept, but it has the downside that it will make for a...
mafe
Map not updated in a long time. Therefore set to useful/simple.

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
868
Hello new melee mapper!(?) Or did you make melee maps before? Your name seems to ring a bell, but apparently you dont have any melee maps uploaded so far.

Anyway. The map has an interesting concept, but it has the downside that it will make for a very boring earlygame as there are only two creepspots per player than be taken early on, and harassing is virtually impossible due to the long distances. The map desperatedly needs more green/orange and fewer red camp. More details:
1. The itemdrops, well, they dont make sense at all. Please do not use itemdrops of level 0, unspecified level, miscellaneous type. These are not balanced for melee, or do not even work.
2. Also, the strenght of items should be related to the strenght of the creepcamps. Looks to ladder maps to see what is appropriate.
3. Creeps that are not guarding gold mines should be set to camp stance.
4. Fountains should not be accessible without killing the creeps defending them.
5. The trees are too far away from the main building spawn locations.
6. Forest should not have any gaps between trees. Place trees exclusively with the size 2 circular tool, single clicks, no holding mouse key and dragging. New trees should be place in such a way that there are no gaps to exisiting trees.
7. Pathing around the tavern is weird. The heroes will always spawn on the south of the tavern and have to walk a long way around if the rest of the army isnt on this side of the tavern.
8. Neutral building locations makes sense in general.
9. Good melee maps usualy avoid being "linear". There are normally alway at least two different paths to get from any location A to a different location B
10. While visually the map has a good clear and obvious structure, there isnt a lot of attention to details in many places. There is not much variation in tiles, and overall, not many different doodads are being used.

I'm sorry if this sounds harsh, but making a good melee map is harder than it seems on the surface. This map needs improved creeping options and fixed itemdrops at the very least, but you should also address some of the other issues which I mentioned. Until then map set to Awaiting Update.
 
Top