- Joined
- Sep 12, 2015
- Messages
- 649
Great map!
(3 ratings)
That is very close to perfect, both in terms of looks and gameplay. A few minor things you might reconsider:
-Merc camps: Units can be bought without killing creeps. They will spawn in a much better position in the southwest than in the northeast. However in the NE, one can build a farm in range of the camp, whereas that is not possible in the SW.
-I would expect that it will occasionally happen that units will walk past the big red camps and get attacked.
Hello there, nice map, another great work for the contest I agree with mafe about the mercenary camps
1) I think you should move the green creep camp to the unused area
2) You can add more wood to the edge expanding bases
3) those rocks can be more atractive with plants and mushrooms.
nice desing, nice enviroment, I check the loot and I think is good too.
rating 4/5 (I will consider my final rate after reading the mod review)
Thank you for your feedback!
1) Which green camp are you referring to? Murlocs? They were placed there to draw players to open spaces.
2) A base too expanded will render it unprotected. Yet, some trees are moved by one block for more space.
3) Those rocks are vulnerable. Once they are destroyed, remaining doodads will look awkward.
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I decorated them as much as possible within the confines of natural look.
1) Yeah well nice theory but, creeps to near is not that good, it seems like you don´t have other place to put them wich you have, the area I marked is unused, just decorating, is a pity not put something usefull there. Maybe some trees to block between the mercenary camp and the green creep.
If I were you I would move them without doubt, it si not about draw other players or what ever theory, open creeps to near are not a standard thing and if you are a newby in wc3 or you click bad you can be pincered with that creep display.
This is my last attempt to try convincing you, your map, you are the boss, do what you wish.
3) about decorating rocks
my bad for being ambiguous, not that rocks, these rocks:
It would be good to add a change log, so we can see the updates.
![]()
Above is the creep dispersal and blue circles indicate creeps leading to lv3.
If I move the murlocs to where you mentioned, they would be way too near the course, and I just wouldn't let players to stick near their bases.
Many competitive maps do have green camps close to center or in somewhat remote area and that is what I'm looking for.
And you shouldn't call me a newbie LOL. I was offered a melee map reviewer's position a few month ago.
As for the rocks, I would like to leave them as they are. I think they look good.
Thanks for your suggestions though.
Thanks for telling. I will add them!
Important message: I did not call you newby with the editor,
my bad grammar, now I see my mistake in redacting, have my formal apologize.
I said as hipothetical situation if you or me plays wc3 as a newby, if a newby does not play well or bad clicks he can get pincered
"if you are a newby in wc3 or you click bad you can be pincered with that creep display." I was talking about the game not the editor
I say this as you need to know the creeps are in camp so they wont get you, but newby users can feel discouraged by this display, I will be attacked?
I think I got you wrong. My bad, have my apology!
No, you have my apology... it was my fault at first place for bad redacting.
Ragnaros17 and MysteryMaze continued apologizing each other to the end of the times, the legend says the post reached 79014 message of apology between then. The case is well remembered in the Hive even now in year 2250.
Please hide/spoiler tag the screenshots. This will help you know how to do it: BB Codes | HIVE
1. Avoid using that black boundary or what's it called as it makes the map look ugly where it is. You could use pathing blockers instead if you want to create a bent map border.
2. Runes block building pathing (expansions).
3. None of the expansions have enough trees. Night Elves are advantaged.
4. Some of the seaweed is not on shallow water but on bricks and it moves. Looks weird.
5. Undead might be vulnerable to ground attacks in the mid expansion sites due to thin tree arrangements. Keeper of the Grove/Blood Mage+/-Attack Ground units.
Approved.
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Nice map, but I think so AI can't attack red camps because of stones (melee AI would not attack stones - similar with gates).
To fix the "units-walk-past-red-camp-and-get-killed"-problem, it shouldve been enough to block only one of the two entrances with destructable rocks. At least if there is no special interaction betwwen destructable rocks and units pathing, but I dont think so. Then there is no big problem with AI either anymore.