1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  5. Choose your ride to damnation in the 5th Special Effect Contest Poll.
    Dismiss Notice
  6. The winners of the 13th Techtree Contest have been announced!
    Dismiss Notice
  7. The 13th Music Contest Poll has begun! Vote for the best tracks in this symphony of frost and flame.
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

King and Country

Submitted by Meerel
This bundle is marked as approved. It works and satisfies the submission rules.
This is my Entry to the Melee Mapping Contest #4 - 2v2

Its called 'King and Country'. It resembles a typical Lordaeron Village Landscape with some spooky vibes at the cemetery.

The Goal was to create a rotational symmetric map that was still balanced in all directions and was viable for 1v1 play. I had a difficult time creating the middle, it was either way too big or just not as relevant as it should be. Maybe i found a solution now, not sure.

The Creeps seem to be strong at the expo and shop. i reduced mana on expo caster to 150 and sasquatch to 110 so if you are in time he only casts 'summon trees' once. The Shop/Merc creeps drop lvl 4 item even though the creeplvl is 14. The sasquatch summon makes it the hardest camp in my opinion.

General Info:
Playable Size: 112x112
Players: 1v1, 2v2, FFA
Neutral Buildings: 4 GoboLabs, 2 Shops, 2 Mercs, 1 Tavern
Goldmine: 14 with 12500
Creepcamps: 12 green, 20 orange, 2 red

Creepinfo:
Green:
  1. lvl4 lvl1powerup
  2. lvl5 lvl1permanent
  3. lvl8 lvl1permanent
Orange:
  1. lvl10 lvl2permanent
  2. lvl13 lvl3permanent, lvl2powerup without exp
  3. lvl14 lvl4permanent, lvl1powerup
  4. lvl18 lvl3consumed, lvl1powerup
  5. lvl18 lvl4consumed, lvl1powerup
Red:
  1. lvl23 lvl6permanent, lvl2powerup

Have Fun :)

Update 25.4.2019

- expand creeps drop lvl 2 permanent + lvl 2 tome without exp
- center goldmines have 15000 gold and changed to red spots with lvl 5 permanent
- little greencamp will not attack scouts
- turned all the creeps in the right direction

Update 5.5.2019

- remaped the goblin shop/merc camp, the creeps will no longer attack units pathing by
- removed unbuildable terrain on the middle expos
Contents

King and Country (Map)

Reviews
Cigaro
First off, I should say that I don't build 2v2 maps and thus know less about the matter than the average person. === DESIGN === Generally speaking, the map gives away a cozy vibe. The doodads are reasonable, there's neither too many nor too few....
mafe
This map was part of the recent 2v2 Melee mapping contest:Melee Mapping contest #4: 2v2 - Results Most of the issues mentioned in the reviews there have been fixed since then, so the map I think the map is now worthy of being approved. Technically...
  1. Nudl9

    Nudl9

    Joined:
    Nov 9, 2006
    Messages:
    2,249
    Resources:
    28
    Icons:
    11
    Skins:
    1
    Maps:
    16
    Resources:
    28
    Looks good.
    I haven't played it, but if i were to provide any feedback i'd be worried about the tavern.
    If a player wants to move diagonally across the map their units could get clumped up near the tavern, making them prone to bad pathing and aoe spells.
    Moving each corner near the tavern by 1 tile out should help.

    edit:
    I noticed the cliff expansions have rock tiles.
    You can't build on those, so i recommend removing rocks.
    You can check pathing by pressing P in the editor, if the pathing is colored blue you can't build there.
     
  2. Meerel

    Meerel

    Joined:
    Mar 10, 2019
    Messages:
    35
    Resources:
    5
    Maps:
    5
    Resources:
    5
    thanks for taking a look. i guess i rotate the mid a bit.

    the rocks on the expo are on purpose, enough place to build a townhall
     
  3. Meerel

    Meerel

    Joined:
    Mar 10, 2019
    Messages:
    35
    Resources:
    5
    Maps:
    5
    Resources:
    5
    Update:

    - changed the middle a little bit
    - more design stuff

    thats the final version
     
  4. Cigaro

    Cigaro

    Joined:
    May 12, 2012
    Messages:
    47
    Resources:
    13
    Maps:
    13
    Resources:
    13
    First off, I should say that I don't build 2v2 maps and thus know less about the matter than the average person.


    === DESIGN ===

    Generally speaking, the map gives away a cozy vibe. The doodads are reasonable, there's neither too many nor too few. They look natural and the map as a whole is very warcraftish, good job on that.

    Only the ruined fountains look a bit off because why would there be a fountain next to a cornfield?

    fountain.jpg

    I'm not a fan of the graveyard / "dark" stuff either but that's a matter of taste. However, you're using blight near the goblin labs. I would try to refrain from that because undead will heal their units there. It might be so little that it's negligeable but it's still a style thing that affects the gameplay, and that only ever complicates stuff.

    The tree lines at the starting positions differ quite a lot. In the top left, you're pretty far away from the trees while in the bottom right, the base is quite narrow (and in the bottom left corner, there's a dent). I'd even that out.

    Both the central gold mines as well as the ones on the side offer very little wood, I believe that's a problem. You might also want to give the more difficult gold mine more gold (like 15000 or so).

    The overall map size and the distances between starting positions seem fine. Critters are good.



    === CREEPS ===

    Some of the creep camps will attack units that are passing by. For example if you start in the bottom right corner and send a scout to the tavern in the center, it's gonna get toasted:

    camp-1.jpg

    camp-2.jpg

    It's even more problematic with the creep camps at the goblin shops and merc camps.

    Also when farming the murloc camp on the side, your units might march through the gold mine creep camp.

    Is there a reason why the trolls of many creep camps look in random directions? Same with the murlocs.

    When playing 2v2, there are no red creep spots, i. e. nothing you can farm effectively with your teammate. I don't know if that's the case on other 2v2 maps so I don't judge it. It just jumped to my eye

    The creep camp at the outter gold mine is lvl 13, but drops a lvl 3 permanent PLUS a lvl 2 tome. That's too much.

    The creep camp at the merc camp / goblin shop is lvl 14, but drops a lvl 4 permanent. That's also way too much.

    The lvl 10 camp can be farmed by using towers that are pretty much located in your base:

    pull.jpg

    Somebody else must decide whether that's too close or not. I'm not an expert, but it looks rather close to me. In the end you might only need an ancient and a wisp or something to kill it.


    === SUMMARY ===

    The map is very pretty. A little too symmetrical looking for me but it's still fine.

    The creep camps and gold mines need some fixing.
     
  5. master Gul'dan

    master Gul'dan

    Joined:
    Dec 11, 2017
    Messages:
    239
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Keep it up, i love village tileset.
    Good job.
     
  6. Wardota2 Gamer

    Wardota2 Gamer

    Joined:
    Jan 7, 2017
    Messages:
    474
    Resources:
    9
    Maps:
    9
    Resources:
    9
    There are a lot of things that needs to be fixed in the map all has been mentioned by @Cigaro
     
  7. Meerel

    Meerel

    Joined:
    Mar 10, 2019
    Messages:
    35
    Resources:
    5
    Maps:
    5
    Resources:
    5
    ok i changed some points cigaro mentioned:

    - expand creeps drop lvl 2 permanent + lvl 2 tome without exp
    - center goldmines have 15000 gold and changed to red spots with lvl 5 permanent
    - little greencamp will not attack scouts
    - turned all the creeps in the right direction

    the expand goldmine and goblinsho/merc creep position will stay the same. i would have to remap so much to changed that its not worth it.
    the goblin/merc creepcamp will drop a lvl 4 permanent as i mentioned in the opening post, the sasquatch will summon 3 treants boosting the camp above lvl 14. sometimes even twice.
     
  8. Meerel

    Meerel

    Joined:
    Mar 10, 2019
    Messages:
    35
    Resources:
    5
    Maps:
    5
    Resources:
    5
    additional changes:

    - remaped the goblin shop/merc camp, the creeps will no longer attack units pathing by
    - removed unbuildable terrain on the middle expos
     
  9. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
    Messages:
    445
    Resources:
    11
    Maps:
    10
    Tutorials:
    1
    Resources:
    11
    This map was part of the recent 2v2 Melee mapping contest:Melee Mapping contest #4: 2v2 - Results

    Most of the issues mentioned in the reviews there have been fixed since then, so the map I think the map is now worthy of being approved.

    Technically the additional tome at the southern shop is still there, but I dont think that's enough to not approve it, given that it is otherwise a very solid map. Still, it would be nice if this was fixed @Meerel .