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Crystalshine River

(3) Crystalshine River
FFA

*Description*
This river crossing forms beautiful crystals across its surface. However there is something special about it. An ice blade, the Frostguard, has formed in the middle, protected in a crystal vault, promising great power to anyone daring to claim it.


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Structures:
9x Gold mines (3 per player)
3x Goblin Labs
3x Goblin Shops
3x Mercenary Camps
3x Taverns
______________
Creep Camps:
6x Green Creep Camps
15x Orange Creep Camps
4x Red Creep Camps (+3 At player bases)
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[1.1 - Mar. 10, 2014]
* Weakened the bridge mobs to a green camp to allow early harassment.
* Placed more doodads on empty places.
[1.0 - Dec. 23, 2013]
* Uploaded

Enjoy!



Keywords:
Melee, Strategy, RTS, Winter, Ice, Frozen, Crystal, Northrend, Icecrown Citadel, Snow
Contents

Crystalshine River (Map)

Reviews
19:40, 10th Mar 2014 Hell_Master: Map approved with a rating of 3/5 (Acceptable). See moderator's review and it might help you a thing or two:

Moderator

M

Moderator

19:40, 10th Mar 2014
Hell_Master: Map approved with a rating of 3/5 (Acceptable). See moderator's review and it might help you a thing or two:

Hell_Master;2497977 said:
I actually want to make a review of my own here also so review emerges!

Upon playing the map, I must say it is good and the additional drop of a great artifact in the Icy Treasure Box of some sort is a great addition.

First, as what I mostly do, the terrain. The terrain is impressive I must say. The terrain balanced and not flat, doodads were wisely placed and the icy grasses were indeed a good addition and the weather and fog greatly fits the overall atmosphere.

Second, on to the actual melee map. It has the required buildings for a melee map: neutral buildings, creeps with proper item drops and balanced, proper placement of player locations and buildings and such and etc. But my complain is that because of that you lessen the creeps to some more smaller groups specifically green camp, there are more possible ways of very early harassment and loss. Much worse, two players teaming up against you and attacking you on both sides. I would suggest make the bridge creeps to orange camp which will make it balance. And making some of the surrounding creeps on the player location to green so they can still have early spots to hunt creeps on for items, powerups and level ups.

Overall, this can also work out for a 3/5 and Approved still. It's not much of a unique melee map but not also the everyday melee map you are playing because of some little additions. And final note, if you hadn't done yet, you might want to set your Game Data Set to Melee (Latest Patch) so it'll make some heroes in the tavern available as far as I know.
 
Level 10
Joined
Jan 20, 2011
Messages
492
All I can say is that this map looks gorgeous, and I like it ever more since it is a 3 player map, which I wish there were more of.

NOTE: Since I will not be testing the map and only looking at terrain, I shall not rate the map as I may give an improper score, but the map is visually stunning
 
review

The Review
This is really a cool melee map that has the most of the melee maps essential elements applied. The terrain is well-made using variation of tiles, item drops fits with the creep levels, You used terrain fog, global weather, light environment and tinting color wisely. 5/5 for this.

Suggestions:
1. Do not block the bridge with creeps as this blocks early harassment.
2. Three taverns for a 3-playered melee map is too much. Reduce this to one (basis). Just a suggestion: You can actually convert the blue dragon lair located at the center of the map to a tavern just add a path to make it reachable and delete those dragons.

2/5 Lacking but is in the stage of approval
Reasons stated by the author.
RATING CHANGED:
3/5 (useful) for approval
 
Last edited:
review

The Review
This is really a cool melee map that has the most of the melee maps essential elements applied. The terrain is well-made using variation of tiles, item drops fits with the creep levels, You used terrain fog, global weather, light environment and tinting color wisely. 5/5 for this.

Suggestions:
1. Do not block the bridge with creeps as this blocks early harassment.
2. Three taverns for a 3-playered melee map is too much. Reduce this to one. You can actually convert the blue dragon lair located at the center of the map to a tavern just add a path to make it reachable and delete those dragons.

2/5 Lacking but is in the stage of approval
Thanks for your review, but i must disagree on some things.
1. The bridge mobs were placed to prevent early harassment, but i guess red camp is too much. Will reduce it to orange/green.
2. I actually like the idea of having a tavern in your own base, since that can play a great strategical role in melees and will often turn the tide of battle. Like your hero gets killed while defending your base, and instead waiting for him, you can pay a bit more to revive him quick in the cost of some resources that could have been useful later on. Or if the enemy decides to go rush for the tavern to revive their hero who died in the siege. It can be a great advantage/disadvantage.
Also removing the dragons in the center will ruin the whole map concept. You are not really required to kill them in order to reach certain areas, so they are really optional, unless you want that shiny artefact. It can also give tactic to a melee game, and that is the charm of the map. It is not supposed to be like the rest of the maps, i'm trying to find creative ways to find new gameplay elements for the melees. We've all seen those ordinary maps and more and more just like them. So what, must they all be the same?
Also, i suggest you change your rating a little. 2/5 just for 2 minor issues? Seriously?
EDIT: Updated, now the bridge mobs are a green camp.
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
I actually want to make a review of my own here also so review emerges!

Upon playing the map, I must say it is good and the additional drop of a great artifact in the Icy Treasure Box of some sort is a great addition.

First, as what I mostly do, the terrain. The terrain is impressive I must say. The terrain balanced and not flat, doodads were wisely placed and the icy grasses were indeed a good addition and the weather and fog greatly fits the overall atmosphere.

Second, on to the actual melee map. It has the required buildings for a melee map: neutral buildings, creeps with proper item drops and balanced, proper placement of player locations and buildings and such and etc. But my complain is that because of that you lessen the creeps to some more smaller groups specifically green camp, there are more possible ways of very early harassment and loss. Much worse, two players teaming up against you and attacking you on both sides. I would suggest make the bridge creeps to orange camp which will make it balance. And making some of the surrounding creeps on the player location to green so they can still have early spots to hunt creeps on for items, powerups and level ups.

Overall, this can also work out for a 3/5 and Approved still. It's not much of a unique melee map but not also the everyday melee map you are playing because of some little additions. And final note, if you hadn't done yet, you might want to set your Game Data Set to Melee (Latest Patch) so it'll make some heroes in the tavern available as far as I know.
 
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