Hi I am 66Dragon6 currently ranked 17th in 4v4 Random Team Frozen Throne - Azeroth - 66Dragon6 - Player Profile
There is a gigantic problem in the world of warcraft3 about map-making. The melee maps used in the 1v1 2v2 3v3 4v4 and Free For All Ladders have been in the map pool for a long long time. Over time this has made playing the Melee Ladder very very stale and boring to play upon. Because of that there is a HUGE demand for new melee maps.
But there is an obstacle in the way of making new melee maps.
The type of mental processes that goes into making a melee map requires that you have a large vocabulary of the understanding on how to play warcraft 3 at a professional level. I dont know how I or anyone else would easily go about explaining to someone on how to play warcraft 3 tft at a professional level because it is such a complex and vast field of knowledge you have to attain which takes many many years.
Concordantly
The type of map making skills that a person needs to make a melee map is the exact opposite of how you learn how to play warcraft 3. In warcraft you must be analytical and think straight to the point using a selection of few options in a very very short ammount of time. To make a map I think you must be artistic and have an entirely different mindset in order to approach map making. Because you can take your time and use creative non-linear approaches to making a well-designed, aestetically pleaseing map. But since I dont know anyone that is ranked in warcraft that is good in making melee maps, and I assume that you dont have any posters here that is good in Warcraft the game itself there is a problem here of both sides not understanding how to do both at the same time with good positive results.
Because of that I want the map making community to start working on melee maps in connection with warcraft players more
Now you are probably going to direct me to epicwar.com and this website's melee map database to say that you guys do in fact make melee maps. Well i need to stress this and I dont mean it in an insulting way
THOSE MAPS SUCK HARD
If those maps were any decent they would be new ladder maps already, but they arent unfortunately. The only map I have ever seen that was good were (12)WorldofParadise a fantastically piece of art that rivals Michelangelo but is utterly useless in ladder since no one plays 6v6(except on kalimdor) and rarely plays big free for alls.
So here are some guidelines to make better maps
- Make them symmetrical, and if they are not symetrical, shape the map so that regardless which spot a player spawns in, that they have a fair chance of winning
- Dont make creeps block the battle, there is no strategical reason that a creep blocking you from your opponent
- Learn how to play warcraft 3, because if you dont know what unit goes where and how armies are build, for what reason, how its done, what the motivation behind it is, and what strategy it is used for you will never understand how to make a proper melee map
- Odd numbered player maps (3,5,7,9) arent used alot because no one knows how to make it so that it is fair on both sides. Plus just by looking at it they look wierd. Not that Im saying that odd number player maps are bad
- Make the placement of creeps reasonable so that it creates a path of creeping. Its pointless to make a map full of rocks and trees with only a few creep camps that takes 5 minutes to creep all of them just to leave you to do bland strategy-less fighting against your opponenet(s)
- 4v4 maps are the most important to make because it has the worse quality of maps out of all of them. Because the division of creeps are so very limited that you can barely creep a hero to level 3 which ususally happens in 5 minutes then it is off to fighting. Which there should be a balance between creeps and fighting like in 3v3 2v2 1v1 and ffa maps.
- The suggested players number that is listed on the maps today is a lie, Lost Temple has been used in the 1v1 map pool since reign of chaos and still has it written "Suggested Players: 2v2, ffa"
- The contents of every creep camp is important. Because the strength of each camp must be in a proper relation to the other creep camps on the map according to a reasonable standard that comes from the general health points that an army has at a specific time to kill the creeps at the strength you want. The items that are dropped from the creeps must be of a reasonable standard i.e no dropping of claws of attack +12 from an orange level creep camp, unless you shape the map so that it is reasonable to drop a claws attack +12 from an orange camp.
If you are a skilled enough map maker to make a reasonable map then your map will be more famous than DOTA automatically because more people play Warcraft on a daily basis than DOTA. Warcraft is literally shown on television in Korea and China and is streamed across the internet internationally in professional leagues. So what are you witing for? Lets do this!!!!
There is a gigantic problem in the world of warcraft3 about map-making. The melee maps used in the 1v1 2v2 3v3 4v4 and Free For All Ladders have been in the map pool for a long long time. Over time this has made playing the Melee Ladder very very stale and boring to play upon. Because of that there is a HUGE demand for new melee maps.
But there is an obstacle in the way of making new melee maps.
The type of mental processes that goes into making a melee map requires that you have a large vocabulary of the understanding on how to play warcraft 3 at a professional level. I dont know how I or anyone else would easily go about explaining to someone on how to play warcraft 3 tft at a professional level because it is such a complex and vast field of knowledge you have to attain which takes many many years.
Concordantly
The type of map making skills that a person needs to make a melee map is the exact opposite of how you learn how to play warcraft 3. In warcraft you must be analytical and think straight to the point using a selection of few options in a very very short ammount of time. To make a map I think you must be artistic and have an entirely different mindset in order to approach map making. Because you can take your time and use creative non-linear approaches to making a well-designed, aestetically pleaseing map. But since I dont know anyone that is ranked in warcraft that is good in making melee maps, and I assume that you dont have any posters here that is good in Warcraft the game itself there is a problem here of both sides not understanding how to do both at the same time with good positive results.
Because of that I want the map making community to start working on melee maps in connection with warcraft players more
Now you are probably going to direct me to epicwar.com and this website's melee map database to say that you guys do in fact make melee maps. Well i need to stress this and I dont mean it in an insulting way
THOSE MAPS SUCK HARD
If those maps were any decent they would be new ladder maps already, but they arent unfortunately. The only map I have ever seen that was good were (12)WorldofParadise a fantastically piece of art that rivals Michelangelo but is utterly useless in ladder since no one plays 6v6(except on kalimdor) and rarely plays big free for alls.
So here are some guidelines to make better maps
- Make them symmetrical, and if they are not symetrical, shape the map so that regardless which spot a player spawns in, that they have a fair chance of winning
- Dont make creeps block the battle, there is no strategical reason that a creep blocking you from your opponent
- Learn how to play warcraft 3, because if you dont know what unit goes where and how armies are build, for what reason, how its done, what the motivation behind it is, and what strategy it is used for you will never understand how to make a proper melee map
- Odd numbered player maps (3,5,7,9) arent used alot because no one knows how to make it so that it is fair on both sides. Plus just by looking at it they look wierd. Not that Im saying that odd number player maps are bad
- Make the placement of creeps reasonable so that it creates a path of creeping. Its pointless to make a map full of rocks and trees with only a few creep camps that takes 5 minutes to creep all of them just to leave you to do bland strategy-less fighting against your opponenet(s)
- 4v4 maps are the most important to make because it has the worse quality of maps out of all of them. Because the division of creeps are so very limited that you can barely creep a hero to level 3 which ususally happens in 5 minutes then it is off to fighting. Which there should be a balance between creeps and fighting like in 3v3 2v2 1v1 and ffa maps.
- The suggested players number that is listed on the maps today is a lie, Lost Temple has been used in the 1v1 map pool since reign of chaos and still has it written "Suggested Players: 2v2, ffa"
- The contents of every creep camp is important. Because the strength of each camp must be in a proper relation to the other creep camps on the map according to a reasonable standard that comes from the general health points that an army has at a specific time to kill the creeps at the strength you want. The items that are dropped from the creeps must be of a reasonable standard i.e no dropping of claws of attack +12 from an orange level creep camp, unless you shape the map so that it is reasonable to drop a claws attack +12 from an orange camp.
If you are a skilled enough map maker to make a reasonable map then your map will be more famous than DOTA automatically because more people play Warcraft on a daily basis than DOTA. Warcraft is literally shown on television in Korea and China and is streamed across the internet internationally in professional leagues. So what are you witing for? Lets do this!!!!