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Information:
-playable map size 160x132
-rune of watcher at the mid shop.
-c6 drop from dragon roost.
1.0 upload to Hive.
1.1 -hotfix a few bug
Creator Rework Note:
-shorten the main base high ground path.
-better balance left and right but kept the difference on visual.
-make path to the easy expo shorter.
-lower the island gold make 'Tower Defend' strategy weaker in a long game.
-more reward itemdrop at the Isles(make it worth to explore island). +shop mid make this work for left vs right.
-add more creep on the way
-instead of making middle like 'Turtle Rock' I use border to kept space for ground right instead of completely dominate with air army.
-If this is violate the Hive rule please turn it down.
Review - GlideerBay v1.1
(Version September 3rd 2023)
Synopsis: Glideer Bay is a well-crafted edition of Booty Bay, increasing the maximum number of players from two to four while fine-tuning the map with minor changes here and there. That being said...
booty bay always looked very WC2, too bad it was 2p only, not a fan of boundary in middle of the map so I just made mountains in the middle and spammed pathing blocker to avoid having units stuck there, also moved a little the merchant goblins stuck on the walls.
Review - GlideerBay v1.1 (Version September 3rd 2023) Synopsis: Glideer Bay is a well-crafted edition of Booty Bay, increasing the maximum number of players from two to four while fine-tuning the map with minor changes here and there. That being said, if you want to re-experience Booty Bay or bring more friends (or enemies) to the battle, here's the map to do just that. Map Aesthetics: The map visuals honor the Blizzard style and I'd say the aesthetics are indistinguishable from the standard Blizzard map. The black mask, while not visually stunning to look at, does function as an emphasis on expansion on the map and acts as a barrier. The central left island of black border however is missing some of the cliffs, which allows some sneaky ward or unit placement on top of the cliff, and could be fixed to mirror the rest of the cliffs on the map. Map Layout: The macro layout remains unchanged, though healthy placement alteration of Goblin Laboratory and some creep camps change the pacing of the map slightly. Overall a good alteration of the original map. The expansions on the peninsulas could have more trees for harvesting, as it seems like a possible limiting factor on the map (though they still have more trees than the original map). Neutral Objectives: The creep changes seem good, especially the location changes. Bringing Goblin Laboratory closer to the base is a good idea. Adjustments to gold amounts per mine are also well-argued. The green camps on the base ramps could be placed next to the edge of the map to reduce the likelihood of players running into them by accident (they do aggro, despite the 'camp' mode), although it's not unreasonable to expect such a level of awareness from players. The level 6 troll on an early green camp looks tough. Map Gameplay: Follows the standard melee ruleset. Fine edit of Booty Bay, good job.
Recommendations: See review - very fine map as is.
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