A Land Divided

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(2) A Land Divided
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Author: AdamCG
Tileset: Lordaeron Summer
Suggested Players: 1v1
Map Size: Tiny (84 x 84)
Description: "Autumn is sweeping over the land of Lordaeron, yet the southern shores of these wetlands remain inexplicably unaffected by the changing season."
League(s): PTGL (www.ptgleague.com)
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Comments: LD probably lands as one of my top two favorite maps. I love the way the terrain turned out – it was quite a challenge working with and integrating the two separate sides of the map and making them work. I’ve seen quite a few league games played on this map and I am consistently excited by the vast amount of creeping patterns that are available. It’s also always nice to work with the Lordaeron creep set – which time has been time proven as the hands down best of the bunch.
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Current version: 3.0

Keywords:
Melee, Melee Map, Land, Divided, Lordaeron Summer, Adamcg
Contents

A Land Divided (Map)

Level 5
Joined
Oct 4, 2009
Messages
102
Well here comes my review:

A Land Devided is a balanced and well planned map. The creeps and the drops are done perfectly. ( But I personaly don´t like custom droptables...as they often not contain my beloved exptome - the tome of lameness:xxd:)
The positions are very basic and the paths are fine, I like the wide battlefield on the river. (this path which is close to the shop)
Overall its fine, but the only point I can mention is the difference in terrain. Not the tileset difference, but the difference in the quality of some places. I will do some screenshots of the things that I rly dont like.
Also you could do something with this "road-tile" this brown...tile:con:
I think you should move it UNDER the green grass. So it would look better.

Of course I will rate the map with 5/5 - but the terrain issuses cause the map being not perfect. I will screenshot the things that you should improve.

Everything else is rly perfect.


I hope I don´t need to explain you that xD
 
Level 5
Joined
Oct 4, 2009
Messages
102
Some doodads are in the water, even if they are not water doodads, please remove them.

There only corpses in the water and its only 1 little spot...so your review is totaly wrong. All doodads there are water doodads. Except those corpses. Please prove what youre saying before comment and best way to stay right is not to comment, if youre not at the same skill-lvl with the mapper. I really hate such pointless reviews.
 
Level 27
Joined
Jan 26, 2007
Messages
4,788
There only corpses in the water and its only 1 little spot...so your review is totaly wrong. All doodads there are water doodads. Except those corpses. Please prove what youre saying before comment and best way to stay right is not to comment, if youre not at the same skill-lvl with the mapper. I really hate such pointless reviews.

And you really didn't have any other way to say it?

Well, I like the concept of the terrain, but I don't like how it's done.
The rivers look a bit forced because it's been done with cliffs (and you had to do it with cliffs because you didn't set the initial cliff level to water :/).
There are only a few doodads (I think that about 90% of the environmental doodads is in the water - trees don't count).
Although a Lordaeron terrain is very hard to create (since it's one of the worst tilesets in my opinion), you've managed to make the tileset look avarage.
There is no additional effect (fog or wheather) to make it look a bit better.
Weather isn't necessary, but a fog can really make it look a lot better.

I don't know whether you used the grid or done it with your instincts, but it's very symmetrical (which is good, of course).
I noticed that there were quite a lot of permanent item drops (which isn't really bad, but it would be better if you changed one or two permanent drops).
I'm not really good with reviewing melee maps, so I can't say anything else.


Due to the low terrain polishing: Rejected (until updated)
 
Level 5
Joined
Oct 31, 2009
Messages
11
And you really didn't have any other way to say it?

Well, I like the concept of the terrain, but I don't like how it's done.
The rivers look a bit forced because it's been done with cliffs (and you had to do it with cliffs because you didn't set the initial cliff level to water :/).
There are only a few doodads (I think that about 90% of the environmental doodads is in the water - trees don't count).
Although a Lordaeron terrain is very hard to create (since it's one of the worst tilesets in my opinion), you've managed to make the tileset look avarage.
There is no additional effect (fog or wheather) to make it look a bit better.
Weather isn't necessary, but a fog can really make it look a lot better.

I don't know whether you used the grid or done it with your instincts, but it's very symmetrical (which is good, of course).
I noticed that there were quite a lot of permanent item drops (which isn't really bad, but it would be better if you changed one or two permanent drops).
I'm not really good with reviewing melee maps, so I can't say anything else.


Due to the low terrain polishing: Rejected (until updated)

thanks for the review/rejection ap0c, but here is what i think of it:

-this is a melee map. i'm not fixing the doodads because you think it should look like a cinematic. open up a blizzard melee map. kthx.
- on that note - open up turtle rock by blizzard. it is one of the nicest/best maps made ever and guess what, 98% of the doodads used are trees.
-actually the initial level is set to shallow water. not sure if you have ever tried connecting to different types of cliffs (grass and dirt) but it is extremely difficult to patch them together. If i didn't use "cliffs" then the whole premise of this map would fail? its sad to think you couldn't factor that key fact in before making a preposterously short sighted statement.
-fog effects look like garbage on melee maps.
-not every map needs a weather effect.
-loarderon summer is the hands down most favored tile set for melee maps.
-have you ever played a melee game in your life?

stick to this:
"I'm not really good with reviewing melee maps, so I can't say anything else."

then don't say anything at all, because you are 95% incorrect.
funny that someone who knows nothing about melee maps thinks they have the right to reject it without even considering the positive reviews made from people who know what they are talking about. i don't mind you giving me a 0/5 rating, but do not reject it using standards that do not realistically apply to melee maps.

consider this: this map is already being used in a warcraft melee league that offers a money prize.
 
Level 22
Joined
Nov 9, 2006
Messages
2,557
The thread is no longer locked, nice.
Map looked pretty good so i wanted to drop some feedback:
-Main base looks a bit tight, would make move towards corner for extra build space. Will need a milita timing check to see if it works.
-Workers harvesting wood will chop into the nearby creep camps if not stopped, i'd place a few doodads between so they won't aggro.
-Being able to see shop from bridge is very nice from gameplay perspective.
-Sentry ward drop from murlocs is bad i think, small maps don't need to give additional vision or map control is too easy. Last Refuge has had this problem.
-Don't use the item table function like "Orange Expo", it's super super buggy and i'm not sure why. But i had creeps drop crown of kings in my map for example.
-Two tavern trees, good quality of life.

I think if you just fix the first point with having more space in base, it would be pretty solid.
 

mafe

Map Reviewer
Level 18
Joined
Nov 2, 2013
Messages
699
Ok, some quick notes:
-Given the recent patches, you could once again use the default "random lvl 2 poweru/charged" templates.
-Bridges..... frankly I dont think anyone likes them.
-Some minor gaps between trees and other doodads.
-Getting just one lvl 1 item from the three lvl 3 ogres is kinda underwhelming. Maybe add a powerup.

Other than that, a well-made balanced map without any apparent big innovations.

Edit: Critters should be placed more symmetrically and maybe add a few more too.
 
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