1) Description - Way too unorganize and unprofessional. Tell us what makes this map interesting and unique in comparison with other map of the same genre.
Provide screenshot as well if possible and organize your description as it look like it was written in a rush without any proper planning at all.
The same goes to ingame as well, there is absolutely no quest log to provide detail apart from the beginning loading screen and guess what? The loading
screen hardly gives any helpful detail at all.
2) Terrain - Terrain was way too poorly done and almost 35% of the map was empty. Just take a look at the right part of the map and you would know exactly
what I mean. I do not mind a poor terrain especially from beginner map maker.
However, when there is 35% of the map was empty and a huge/massive spam of destructible/doodad; it certainly become unacceptable. Just take a look at bottom
right of the map, you spam over 1,000+ destructible/doodad to create an overhyped jungle. Anybody with poor computer performance would surely screw up when
they go to bottom right of the map.
I won't even comment the city terrain as I already speak sufficient reason for the terrain factor.
3) Triggering - This is the worst part. If you want the map to be approve, I suggest you to make a heavy modification over the triggering. Infact, I do not
even have any clue where should I started to comment about this section.
Ok, let me begin with merging. Just take a look at both of this trigger of yours
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AttractC
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Events
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Conditions
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(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
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Actions
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Unit Group - Order (Units owned by Player 2 (Blue) of type Cop) to Attack-Move To (Position of (Triggering unit))
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AttractHP
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Events
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Conditions
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(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
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Actions
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Unit Group - Order (Units owned by Player 2 (Blue) of type HighWay Patrol) to Attack-Move To (Position of (Triggering unit))
Why do you even bother to make 2 different trigger for 2 same event with same condition? You could easily merge it into 1 for lesser call and reduce the
burden.
Infact, you do not even fix the memory leak that are cause by location. The same goes to Wait, do you know using wait could cause bug over this trigger?
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Respawn Cops
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Events
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Conditions
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(Unit-type of (Triggering unit)) Equal to Cop
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Actions
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Wait 40.00 seconds
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Unit - Create 1 Cop for Player 2 (Blue) at (Random point in Officer Respawn <gen>) facing Default building facing degrees
If the 2nd unit of the same type dies before the wait duration end, it would immediately overwrite the 1st action sequence before it end.
At here, you repeat the same mistake again. You could easily merge it into 1 trigger with lesser call. Two different event that share the same action can be
merge into 1 trigger, you don't need to make multiple trigger for it.
It was just like 2 + 1 = 3 and 1 + 2 = 3
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WaterWayCop
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Events
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Unit - A unit enters Back to Base 1 <gen>
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Conditions
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(Unit-type of (Triggering unit)) Equal to Cop
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Actions
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Unit - Move (Triggering unit) instantly to (Center of Officer Respawn <gen>)
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WaterWayHWP
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Events
-


Unit - A unit enters Back to Base 1 <gen>
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Conditions
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(Unit-type of (Triggering unit)) Equal to HighWay Patrol
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Actions
-


Unit - Move (Triggering unit) instantly to (Center of HighWay Patrol Respawn <gen>)
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BridgeCop
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Events
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Unit - A unit enters Back to Base 2 <gen>
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Conditions
-


(Unit-type of (Triggering unit)) Equal to Cop
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Actions
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Unit - Move (Triggering unit) instantly to (Center of Officer Respawn <gen>)
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BridgeHWP
-

Events
-


Unit - A unit enters Back to Base 2 <gen>
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Conditions
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(Unit-type of (Triggering unit)) Equal to HighWay Patrol
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Actions
-


Unit - Move (Triggering unit) instantly to (Center of HighWay Patrol Respawn <gen>)
You could easily merge it into 1 with lesser call such as this sample below (The sample below does not show how to remove leak).
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Sample
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Events
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Unit - A unit enters Back to Base 1 <gen>
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Unit - A unit enters Back to Base 2 <gen>
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Triggering unit)) Equal to Cop
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Then - Actions
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Unit - Move (Triggering unit) instantly to (Center of Officer Respawn <gen>)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Triggering unit)) Equal to HighWay Patrol
-





Then - Actions
-






Unit - Move (Triggering unit) instantly to (Center of HighWay Patrol Respawn <gen>)
-





Else - Actions
Among all those leak, this is the most terrible leak of all the leak
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Random Attacks
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Events
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Time - Every 40.00 seconds of game time
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Conditions
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Actions
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Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To (Position of (Random unit from (Units owned by Player 10 (Light
-
Blue))))
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Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To (Position of (Random unit from (Units owned by Player 10 (Light
-
Blue))))
-

Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To (Position of (Random unit from (Units owned by Player 10 (Light
-
Blue))))
-

Unit - Order (Random unit from (Units of type Mala Gang Member)) to Attack-Move To (Position of (Random unit from (Units owned by Player 10 (Light
-
Blue))))
With 4 leak created every 40 seconds plus the rest of the existing memory leak and massive destructible/doodad spam. I have no doubt it could cause a heavy
fps drop even though it was a single player map and the player was playing with powerful computer.
There is more and more negative aspect in this section. To make matter even worst, you do not even implement victory/defeat trigger just like you mention at
your description. Thus, making this map far more unacceptable.
4) Tooltips/Hotkey - Absolutely no hotkey being shown and the tooltips description was very poorly done as well
5) Replayability - Zero!! None!! I have absolutely no idea what to do!! Guess what? When I killed civilian, the police was enemies.. but do you want to know
the hillarious part? The police car still be my ally.
To make it more silly, the gangster was attacking the police car and it could still moving around without doing any action (Do you had any idea why it was
silly? Think).
In addition to it, the civilian could block your vehicles instead of enabling you to ram through it.
1/5 (Unacceptable)
It was obviously this map was at alpha stage and not at beta stage as you think it was. You're lucky you submitted to hive instead of wc3c site or you else
you would wish you were never been born to this world (wc3c site have 1 of the most strictest rules ever).
apocalypse reject your work without mention the reason because we got more than hundreds of pending map and you cannot expect us (ESpecially mod/admin) to
give you special treatment by giving you a full review of what's make your map good/bad.
Only map that was given enough effort deserves a 100% full reviews, not this kind of work that barely pass the soo called alpha stage.
To top up with, what makes you think you deserves an review when you do not even give a 100% effort in developing the map?
Infact, you do not even read the submission rules at all. To sum up with, what makes you think your description look great? It was awful and horrible (To be
brutally honest about it). You use capslock and you show the lack of professionalism when you mention your map does not have any method to end the game with
victory/defeat.
If you think your description looks great, I can gives you ample of map link with description far better than your soo called great description. Please do
not bother to upload your map, until you get enough/sufficient review at map development which are positive.
This isn't epicwar.com, this is hive and we have a decent standard in quality of work.
I am giving this review on behalf of apocalypse and to show you the wrong way of you manage your work, it was up to you to learn your mistake. If you still
continue with this kind of attitude, you would never improve your work and you would never make a decent quality map.