(4)Refined Land V1.09

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(4)Refined Land
Player Suggest: 2v2
Tile set: Black citadel + Outland + Barren + Dungeon
Theme: Bright black citadel-Outland
Map Creator: Zucth
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1.07 look
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Map Description:
The land of demon where the most fertile, full gold and few crop can grow in this land. This place live down under the Demon's Crossing. some of the place were conquer by beast. Water was refined by ores under the land, that's why the place is bright.

Neutral Building:
8 Expansion Goldmines (Main-14500, Expansion-16500)
1 Tavern
2 Goblin Merchant
2 Marketplace
4 Goblin Labs
4 Mercenary Camp
-Felwood

Creep Camp:
12 Green
20 Orange (-4 start base)
4 Red

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Information:
-50% of the camp not sleep during night
-take inspired from (6)Demon's Crossing [can say that re-balanced it with new form]
-map size: 119x119
-base near goblin lab
-purge in c3 and p4 camp.
-no envenom and frost armor
-compensate envenom with cleaving att.
-//fly units camp no longer exist.
-felwood merc [envenom, cursed, slow, cannibalize] late or late late game used design.
-open expansion mines similar to mid concealed hill mines.

I don't think that change the goblinlab and merc are necessary...
GobL: It's a green camp + Early game creep route. It rare to see people go the other way.
Merc: It's a late game used design: the camp is quite special cause it will give you permanent(p)5 drop +t2 tome

If I did miss any that will cause this to not competitive please tell me

1.04: fixed terrain elevation[mid], doodad elevation around the map
1.05: remove cursed harpy from out ring replace with infernal contraption lv5 [make possible chance for people to creep to the other way], +remove one more tree behind the lizrad-medic lv13 moved it more in to keep safe from aggro pull.
1.06: remove lv3 flying units from red merc camp replace with lv5 bloodlush+abolish make the camp harder[worth for p5], move lab camp in a bit avoid pull aggro. And change player status from FFA/2v2 to 2v2/1v1.

1.07[REWORK]: update follow mafe feedback. remake trees lines. Rework base shape and camp shape. Change most of creep camp(balance), remake tile around base make a shortcut gate behind in front base orange camp[AOW]. fixed some of the lost tile set. doodad around the place. change the map for 2v2.
-creep in detail-Buff the c4 [lv3 route here no longer available], make the green creep easier to creep early game. fixed the misplace item at lab[remove powerup drop], replace all of the critter. buff main base camp. Push lab camp toward player more. Push expo more in the trees [aggro fixed]
-tree shape in detail- rework the base expose it more the outside +2 way enter the base and more trees. In front of base orange camp reshape tree [aggro fixed+AOW feedback], safe behind expo[both space and vision]. shop camp reshape fixed aggro and buff creep camp.

1.08 move spawn base get a little closer to the goldmines.

1.09 nerf most of the early camp, due to the size of the map I decide to make the game (creeping) pass easier. +aggro fix shop/marketplace/expo
5-2-3-3 remove lightning liz and healing ward pig for draenai disciple and draenai vindicator (in fornt of the base),[more pulpable, less dmg, less exp]
4-2-2-1 > 4-3-2 lab change one felguard out [less dmg from bloodlust+cleave]
6-3-3-2-2 expo change stone golem>metal golem
6-4-3-3-2 mid shop/marketplace > change one quillboar hunter for razomane brute [more pulpable]

Video:
This map had been used in Tavern Brawl 6. VVV Here VVV
Contents

(4)Refined Land (Map)

Reviews
mafe
So about this map: Not bad, but also needs some polishing: 1. Some creeps can aggro by accident. In fact, probably most of them. 2. Like (4)Icicles Isles, this map is much more suited for 2v2 than for 1v1. 3. No good AoW-creeping spots. 4...
mafe
So the map has changed a lot. Looking at the issues from my previous review, they are all significantly improved (except 5, but that's ok). Nice idea with the reduced-hp-gates. Unfortunately, it now seems to me that some of the spawn locations are...
mafe
It seems that that now mining at all starting positions is ok, with some barely noticable occasions where the mine can still be unoccupied by peons/peasants. Maybe I should check if this is not also the case on other maps and I just never noticed. I...
Level 8
Joined
Jan 1, 2017
Messages
66
  There is a question that must be made clear. Is the terrain template of this map made by yourself? Or find another map to modify? Please forgive me for doubting, because this map is so delicate compared with other maps of yours.
 
Level 20
Joined
Jan 4, 2020
Messages
269
  There is a question that must be made clear. Is the terrain template of this map made by yourself? Or find another map to modify? Please forgive me for doubting, because this map is so delicate compared with other maps of yours.
I made it myself. you can go asked people in the melee discord. I did asked some question when I make the terrain before. If you don't believe me though. I also did write down my inspiration in the information, you can look at the (6)demon's crossing which is original by blizzard. Take a look at the layout and come back answer me am I copy it?
 
Level 27
Joined
May 21, 2013
Messages
1,570
@WolfFarkas shop yes, marketplace not rly its debatable
ok got it

I made it myself. you can go asked people in the melee discord. I did asked some question when I make the terrain before. If you don't believe me though. I also did write down my inspiration in the information, you can look at the (6)demon's crossing which is original by blizzard. Take a look at the layout and come back answer me am I copy it?

no copy, maps are nothing a like.

  There is a question that must be made clear. Is the terrain template of this map made by yourself? Or find another map to modify? Please forgive me for doubting, because this map is so delicate compared with other maps of yours.

it also surprised me the very fast evolution of the terraining, considering this was uploaded on last friday. (2)Ramp Off

I did checked 100 pages of epic war of 4 players maps, if this map were done by another user, it would be easy to find 1-3 copies in epic war.

Search Results - Warcraft 3 Maps - Epic War.com

till 2009 maps.

I found nothing
 
Level 20
Joined
Jan 4, 2020
Messages
269
ok got it



no copy, maps are nothing a like.



it also surprised me the very fast evolution of the terraining, considering this was uploaded on last friday. (2)Ramp Off

I did checked 100 pages of epic war of 4 players maps, if this map were done by another user, it would be easy to find 1-3 copies in epic war.

Search Results - Warcraft 3 Maps - Epic War.com

till 2009 maps.

I found nothing

Thank you for help me clear this situation :)
It won't be this fast without rotate paste 90(I did 1/4 of it and copy paste around. This is my first[that work well] 4P FFA map anyway I do worry of the balance issue I did have before back in (4)Sunken Sandria). I did asked Knecht about it like 12 hours ago in the discord...
I did a little on creep, creep aggro, decoration and test. that why this map is upload a bit late.

-later edit: My understand in English is very bad @[email protected]

Last time I did this terrain [Black Citadel] was "(2)Waste Factory" and got a problem of the minimap route which tell nothing. I did start research on this terrain combination since then. Can say that this one is the fixed combination tile set of Waste Factory. Also the idea is blink after saw (6)demon's crossing terrain + I was addict to dungeon tile set and sand(from sunken ruins). So I did put the red mushroom on. That's it.

I hope to find more unique combination tile set, so that might be why all of mind will not be normal though, else I was looking for testing other thing like finding new mechanic on neutral building. I hope this explanation can help you understand why some look worst and some maybe unique like what I try to find. In other word if you look deep down in the other map of mind you will see more different of tile set and also other worst tile set sit there.

There is a question that must be made clear. Is the terrain template of this map made by yourself? Or find another map to modify? Please forgive me for doubting, because this map is so delicate compared with other maps of yours.

++there is another delicate one of mine which is substandard you can take a look though.
"(2)Harphman" It did paint it one by one to say so -.-

Apologize to all the bad mean and rush answer from before @[email protected]
 
Last edited:

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
868
So about this map: Not bad, but also needs some polishing:
1. Some creeps can aggro by accident. In fact, probably most of them.
2. Like (4)Icicles Isles, this map is much more suited for 2v2 than for 1v1.
3. No good AoW-creeping spots.
4. Safe-wisp-trees.
5. Not much visual structure on the map, most areas look very similar. It will be hard to tell where you are unless you keep looking at the minimap often. However, the tileset itself defintiely improves the basic outland tileset.
6. Main bases could have more space for buildings.
7. Some itemdrops are relatively strong, possibly too strong.
8. General layout is ok.

1 should be fixed, and some of 3/4/5/6 should also be addressed. Map set to Awaiting Update.
 
Level 20
Joined
Jan 4, 2020
Messages
269
So about this map: Not bad, but also needs some polishing:
1. Some creeps can aggro by accident. In fact, probably most of them.
2. Like (4)Icicles Isles, this map is much more suited for 2v2 than for 1v1.
3. No good AoW-creeping spots.
4. Safe-wisp-trees.
5. Not much visual structure on the map, most areas look very similar. It will be hard to tell where you are unless you keep looking at the minimap often. However, the tileset itself defintiely improves the basic outland tileset.
6. Main bases could have more space for buildings.
7. Some itemdrops are relatively strong, possibly too strong.
8. General layout is ok.

1 should be fixed, and some of 3/4/5/6 should also be addressed. Map set to Awaiting Update.

1 that you talked about I guess it about the shop. Not really sure.
2 At first it was suppose to be FFA and 2v2 but somehow end up like that due to time I'm being here sorry for the mistake.
3 will try if I can leave the space for AOE up behind the C3 camp.
4 safe wisp spot might be hard though since all the map doodad using with square tools. will try the must possibility of how much I could do with it.
5 really? whelp will try look for what I could add more here. ty for the word improve xD
6 I will move it toward outside a bit then and make it more open that. I hope it may help the space in the base.
7 Will look for that then ty :] (seem like I did miss place some of the itemdrop)

Every map that had been await update may need some time I didn't have much time free around at this time, hope you not mind if I send it up again after three month xD
 

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
868
So the map has changed a lot. Looking at the issues from my previous review, they are all significantly improved (except 5, but that's ok). Nice idea with the reduced-hp-gates.
Unfortunately, it now seems to me that some of the spawn locations are just a bit too far away from the gold mines, so that 5 peasants/peons will have split-second where none of thme is in the mine?
This should be changed, but otherwise it is a good map now. Set to Awaiting Update again.
 
Level 20
Joined
Jan 4, 2020
Messages
269
So the map has changed a lot. Looking at the issues from my previous review, they are all significantly improved (except 5, but that's ok). Nice idea with the reduced-hp-gates.
Unfortunately, it now seems to me that some of the spawn locations are just a bit too far away from the gold mines, so that 5 peasants/peons will have split-second where none of thme is in the mine?
This should be changed, but otherwise it is a good map now. Set to Awaiting Update again.
that's weird to say that only some of them are too far since every spawn are equal but okay... I did move it a little closer.
 

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
868
It seems that that now mining at all starting positions is ok, with some barely noticable occasions where the mine can still be unoccupied by peons/peasants. Maybe I should check if this is not also the case on other maps and I just never noticed. I didnt explicitly look out for any other changes, and all the other stuff seems to be unchanged according to your changelog.#
(Some creepcamps can still aggro by accident. It should rarely happen, but can still be improved).
Overall, no enough/major complaints left and the maps is good enough now. Map approved.
 
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