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Azshara Temple

Inspired by broken coastlines and echo islands, "Azshara Temple" is a 1v1 map with a nice visual style. It consists of 2 Expansion Mines, 2 Goblin Shops, 2 Mercenary Shops and 1 Hero Tavern. Please, I await your suggestions, it is open to changes and improvements in the gameplay.
-This would be my second melee map

Thanks to: @mafe. for the points to improve

Update:
-The forest of the main bases is denser and closer, this will improve the collection of resources
-Now it should be possible to get level 2, with the camps close to each base
-Various item drops have been changed and improved
-The routes are somewhat more open and it should be easier to identify walkable routes.
-Expansion bases are now tighter and easier to defend
-The stores have been moved, now they are closer to the players
-Red creeps can now defend against air units
-The amount of props has been reduced, this should improve the fluency in the Reforged version

It can still be improved but with this update and thanks to @mafe great changes have been made
Previews
Contents

Azshara Temple (Map)

Reviews
mafe
So, at first glance, this map looks promising. But as it stands, a lot of details below the surface are in need of an update: 1. Compared to even large "standard" 1v1 maps, this map is maybe 25-50% too large. This is further magnified by the fact...
deepstrasz
Overall a nice 1v1 melee map with plenty of paths which aren't too much like each other. Terrain isn't innovative but decent. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
865
So, at first glance, this map looks promising. But as it stands, a lot of details below the surface are in need of an update:

1. Compared to even large "standard" 1v1 maps, this map is maybe 25-50% too large. This is further magnified by the fact that often you cant even walk the direct path from A to B, especially when moving from one main base to another, so players will feel like they are wasting a lot of time moving armies around without achieving anything. Unfortunately, reducing the size of a map isnt easy to do, so I guess this just has to be accepted.
2. Forests and pathing: Always check pathing with "p" (to highlight unwalkable tiles), ctrl+d (hide doodads) and "w" (hide water). Generally speaking there should not be any small "gaps" between doodads such as trees at all. This means:
2a: Plant trees exclusively with the size 1/2 circular tools and only with single clicks at a time. New trees should fit perfectly next to existing trees.
2b. Make sure that you dont have deep water in places where it isnt clearly visible. Atm, in the southern half of the map there are several locations where units cannot walk, where it seems like they should be able to. For example, the revenant/sea elemental camp in front of the red base cannot be accessed from the south, except by small units like footies.
2c. Try to avoid choke points that are not at least 1.5 cells wide (cell = size of a yellow grid that can be displayed with "g").
3. Base layout: The trees are just too far away from the main building. Any race except ne will have drastically reduced lumber income.
4. Most creepcamps are good, but the red camps should be able to defend themselves against air units.
5. Itemdrops: Several of them dont make sense. Compare the creepcamps on your map to standard ladder maps and see what similar-strength creepcamps drop. For example, at the expansions there is a lvl 11 (sum of creep levels) camp, which normally should drop a lvl 2 item, not a lvl 3.
6. The expansions are too open compared to standard maps, which should make expansions rather hard to defend.
7. Maybe you can redesign the area around the shops, so that units will no longer walk through the creeps by accident.
8. For creeproutes, players generally expect that taking two green camps near the base is enough to get the first hero to lvl 2 which isnt the case here.

Visually, the map is alright (ofc one can always improve it further), and not all these issues are gamebreaking. Nevertheless, pathing needs to be improved overall, while 3, 4, 5 definitely need to be fixed. Ideally, you might also find a way to do something about the other issues. Until then, map set to Awaiting Update.
 
So, at first glance, this map looks promising. But as it stands, a lot of details below the surface are in need of an update:

1. Compared to even large "standard" 1v1 maps, this map is maybe 25-50% too large. This is further magnified by the fact that often you cant even walk the direct path from A to B, especially when moving from one main base to another, so players will feel like they are wasting a lot of time moving armies around without achieving anything. Unfortunately, reducing the size of a map isnt easy to do, so I guess this just has to be accepted.
2. Forests and pathing: Always check pathing with "p" (to highlight unwalkable tiles), ctrl+d (hide doodads) and "w" (hide water). Generally speaking there should not be any small "gaps" between doodads such as trees at all. This means:
2a: Plant trees exclusively with the size 1/2 circular tools and only with single clicks at a time. New trees should fit perfectly next to existing trees.
2b. Make sure that you dont have deep water in places where it isnt clearly visible. Atm, in the southern half of the map there are several locations where units cannot walk, where it seems like they should be able to. For example, the revenant/sea elemental camp in front of the red base cannot be accessed from the south, except by small units like footies.
2c. Try to avoid choke points that are not at least 1.5 cells wide (cell = size of a yellow grid that can be displayed with "g").
3. Base layout: The trees are just too far away from the main building. Any race except ne will have drastically reduced lumber income.
4. Most creepcamps are good, but the red camps should be able to defend themselves against air units.
5. Itemdrops: Several of them dont make sense. Compare the creepcamps on your map to standard ladder maps and see what similar-strength creepcamps drop. For example, at the expansions there is a lvl 11 (sum of creep levels) camp, which normally should drop a lvl 2 item, not a lvl 3.
6. The expansions are too open compared to standard maps, which should make expansions rather hard to defend.
7. Maybe you can redesign the area around the shops, so that units will no longer walk through the creeps by accident.
8. For creeproutes, players generally expect that taking two green camps near the base is enough to get the first hero to lvl 2 which isnt the case here.

Visually, the map is alright (ofc one can always improve it further), and not all these issues are gamebreaking. Nevertheless, pathing needs to be improved overall, while 3, 4, 5 definitely need to be fixed. Ideally, you might also find a way to do something about the other issues. Until then, map set to Awaiting Update.
Work work :D
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,236
Overall a nice 1v1 melee map with plenty of paths which aren't too much like each other. Terrain isn't innovative but decent.

Approved.


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