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Genesis v1.2b

Submitted by Glint
This bundle is marked as approved. It works and satisfies the submission rules.
Story
The heavens and the earth were completed in all their vast array.​

Tactics
Maximize the use of the Neutral Buildings to dominate the battlefield.
Destroy the trees in between the two red camps in the middle to gain access to both sides faster.​

Map Specifics
[​IMG] Players 2
[​IMG] Creep Camps 6 10 2
[​IMG] Neutral Buildings 8
[​IMG] Gold Mines 4


Authors Note

This is my first time submitting a melee map.
Usually I only make custom spells but suddenly I took interest in making melee maps since I watched a lot of melee games in Youtube.
I already made a melee map before but the design is really bad.
For this map, I think it is a huge improvement.

I used Booty Bay as a reference for terrains since I'm not really good at it.
Read most of the tutorials to know the do and don'ts in making a melee map.
I looked into the other melee maps made here in Hive and read its reviews.

I wanted to make a map by using the default tileset: Lordaeron Summer.
The map is vertically identical to each other to maintain game balance.

I had fun making this map.

Enjoy playing this map!

If you want to use this map you may do so, just add me to the credits and it is good to go!


Changelog

v1.2b (12/21/2017)
- Set Forest Troll Warlord drop rate from 50% to 100%. (My bad. This is unintentional.)
- Adjusted the creeps in the Goblin Merchant to prevent inappropriate aggro.

v1.2 (12/20/2017)
- Adjusted some of the trees to prevent Wisps hiding from the gaps.
- Set Target Acuisition Range of Expansion Creeps to 500
- Changes with the creeps in the creep camp in the Mercenary Camp

2 Gnoll Assassins 2 Gnoll Wardens 1 Gnoll Overseer


- Changes with the creeps in the creep camp in the Goblin Merchant

1 Forest Troll Shadow Priest 2 Forest Troll Trapper 1 Forest Troll High Priest 1 Troll Warlord


Item Drops

Green Creep Camps
- Exchanged the item drop of Forest Troll Shadow Priest and Gnoll Brute​

Orange Creep Camps
- Murloc Nightcrawler drops Level 2 Permanent item instead of Level 3​

Mercenary Camp
- One of the Gnoll Wardens drop a Level 1 Power Up item
- Gnoll Overseer drops Level 3 Permanent/Charged items​

Goblin Merchant
- Forest Troll High Priest drops a Level 2 Power Up item
- Troll Overlord drops a Level 3 Permanent item​



v1.1 (12/20/2017)

Terrain
- Added trees in the main base
- Reduced the trees in the middle of the map
- Changes with the tile textures
- Added more doodads
- Rocks are added to the cliffs in between the Forest Troll camp and main base

Item Drops

Green Creep Camps
- Gnoll Brute drops Level 1 Power Up item instead of Level 2
- Mud Golem drops Level 2 Charged item instead of Level 1 Permanent item​

Orange Creep Camps
- Murloc Huntsman drops Level 1 Power Up item instead of Level 2​

Mercenary Camp
- Gnoll Warden drops Level 3 Charged item instead of Level 2​

Goblin Merchants
- One of the Forest Troll Trappers now drops Level 1 Power Up item​

Goblin Laboratories
- Ogre Mauler drops Level 4 Permanent item instead of Level 2
- One of the Forest Troll Shadow Priest now drops Level 2 Power Up item​

Expansions
- Ogre Warrior drops Level 3 Charged item instead of Level 1 Permanent item
- Rock Golem drops a Level 5 item of instead of Level 4 Permanent item​

Red Creep Camps
- Ogre Magi drops Level 4 Charged item instead of Level 2 Power Up item
- Ogre Lord drops an Artifact item instead of Level 5 Permanent item​

v1.0 (12/19/2017)
- Released version
Previews
Contents

(2)Genesis v1.2b (Map)

Reviews
deepstrasz
I think you could use some of the free space to add more camps but not green ones as the Blademaster will kill them easily. Map size prone to rushes. For a first map it's pretty decent and not that far off balance. Approved....
  1. The Panda

    The Panda

    Icon Reviewer

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    The terrain could use some more work, and there isn't enough doodads too bring the map alive, would be nice to have more in places.
     
  2. Glint

    Glint

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    Thank you for the feedback! I've added more doodads in the new version. Check it out!

    May I know why the terrain could use some work?
     
  3. twojstaryjakcie

    twojstaryjakcie

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    I guess the main reason is that your map is almost completely flat - there is next to no height variation and the whole map feels pretty bland, especially since you're using the default tileset, which gives the map a pretty generic vibe. Plus, there isn't much doodad variation - mainly rocks, river rushes and flowers. What Panda said is true - your map is a bit lifeless as it lacks distinctive features. Try to innovate it in some way, make it different from other "first-time" maps, try to search through doodads from other tilesets (not only Loarderon ones). Maybe you'll manage to find something that distinguishes your map and gives it a soul.

    I'm not saying that the map is bad or anything - I suppose you did pretty well for a first-time melee, but take what Panda and I said to heart - you need to play with your map, experiment with new doodads and try implementing those that you like, thus adding more life to it. For example, I often edit properties of River Rushes by changing its color scheme to fit the one of the map and then use it as tall grass. You can use some statues or ruined buildings and cover them with bushes to give them an abandonded and old look, whatever comes to your mind, because right now, your work makes me feel like I've seen it somewhere before.

    Now, for the balancing issues:
    - The Murloc camp is pretty weak; a level 2 permanent item should replace the level 3 item, as it's too powerful of a drop (A Blademaster can just Wind Walk in, kill the Night Crawler, snatch, say, Boots of Speed and wreck his opponent)
    - Creeps at Gold Mines should usually have 500 aggro range to prevent being exploited
    - Mercenary camp creeps shouldn't drop so many items, especially since the carriers have only 330 hitpoints (again, the Blademaster issue)
    - A tip for next time, since at this stage it'd probably take you too much time: DON't use the square-shaped brush for placing trees (unless them being symmetrical is your goal), since otherwise, you're making the whole map feel square-ish and unnatural (plus, Wisps can hide in every single corner and avoid melee attacks)

    Good luck with your map.
     
  4. Glint

    Glint

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    I really appreciate your feedback!

    For your advice, I'll do my best implementing it in the future maps. I do noticed this map looks generic and doesn't have a unique design that stands out from most other maps.I'll try using the circle-shaped brush next time since I learned something from using the squared brush ones when making this map.

    I updated the map to resolve the balancing issues. If there are problems regarding the creep camps and item drops in v1.2, please let me know.

    I'll try practicing first then make the next map. If I have time, I might rework on this map and update it to v2: fixing the major issues.

    Thank you very much!
     
  5. twojstaryjakcie

    twojstaryjakcie

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    Nice work, the Wisp issue still stands, but taking into consideration the insane amount of work that'd have to go into rearranging all of those trees, I guess that's to be expected. Same goes for the squarish feel of the map, but balancewise, I think almost everything is in order.

    Almost, because I somehow didn't notice the super-rewarding spider/golem green camp. If you want to keep it, I'd strongly suggest changing the drop to a lower level, an attribute tome preferrably. A Blademaster can just kill the squishy Mud Golem, snatch a Lightning Shield, run away, use it on a Grunt and wreak havoc on a Human base.

    Apart from this issue, not bad.
     
  6. deepstrasz

    deepstrasz

    Map Reviewer

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    I think you could use some of the free space to add more camps but not green ones as the Blademaster will kill them easily.
    Map size prone to rushes.

    For a first map it's pretty decent and not that far off balance.

    Approved.

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