"i got something new for ya cowboy murauder - the latest word in big badda boom hardware."
then raynor respond quote
"i ain't sure this is the best time to be experamenting swann"
"jimmy, what we have here is biggest peashooter in the galaxy" !!
tychus says that as he's casually shooting mutalisks and zerglings
also the train mission, "ol tychus is gonna love this one" and he sure does
Wow this length, is it a review?
I'm kidding, thank you for your long elaboration on the matter.
Just to say, this is just WIP. Map has a long way to go, and there's a shit ton of time.
Ra2 had a very fun water game. If you know Ra2 (Ra3 is trash imo) have you played Ra1?
If yes, destroyers and especially cruisers were... one or two and that's it, you win.
1) Ramps and paths are small to bases. Tower the entrance and thats it like Leonidas in Termopilas.
2) Paths leading to goldmines are small too.
3) Goblin markets? tavern? merc. camps ? goblin labs?, creeps??
1. Ok thanks, I thought they weren't big enough, I'll enlarge them.
2. As above.
3. Those are gonna be "secondary" in the map. The units in the map now are ones
I consider most important as a baseline, including 2 shipyards per player.
I'm completely fine with the imbalance, if you can pull it off.
But I'm only at the beginning, haven't tested much.
-I wouldn´t recommend you a boat map in melee competence since boats are hard to reach the level it had Thawing Snow from Knetch in the first competence. I did a boat map once, but still I would stick to a normal play in melee.
Boat formula is like transform water in oil, Thawing snow was an interesting success, but to pull new balanced formulas maybe is really hard requering a lot of test and fail (well from my 21 maps , only 1 I can call it a success).
Also in terms of terraining, a lot of water (because is just only water) you are loosing both balance and enviroment points (doodads, waterfalls that stuff).
- But probably you will stick to the boat idea till end, so I can only sugest you that you try to keep the boats but make a melee layout (with taverns, merc camps, gobl labs, goblin shops), maybe like this.
In knecht's map I believe boats are used as a novelty, since there's an island that can be reached.
Mechanically-wise, it only adds to the melee without changing it much.
Your analogy to oil and water ... doesn't mix well
Map is nowhere near done, I'm aware there's nothing to conquer, no islands.
By my plan, I want to make small "creep" islands and places to get extra lumber.
As you will see, lumber will be a "priority" resource as well if you plan to go naval.
- But probably you will stick to the boat idea till end,
You know me so well.
Apojii Islands v 1.04
is a very prototype map, unbalanced but it may lead to an interesting boat map develop.
Apojii Islands v 1.04
"it's pretty much experimental at this point but nevertheless can be a prototype for future better maps."
if you are still with the boats idea I can only recommend you that, that you try to design a normal melee map with shallow water and have the boats to go here and there like my map Apojii islands,
still entagle surround will be there, but if you can make all the others things work, it may work a bit.
Sounds fun, will play it, maybe even now.
It will be like that, but I think the undead shipyards will enhance the gameplay.
Since my opinion is biased, and I would of like to see water in melee, as in WC2.
And yes, once the islands have been created and polished, I will add shallow water.
But like I said before, naval will be a way faster and deadlier way than massing an army with a hero
instead of a few ambush parties and an armada of gunships. Its a tactic?!
And I would really discard the undead shipyards because it may end in water artilliery bombardment hardly to counter,
It remembers me RA2 RA3 were the aircraft carriers, rocket launchers ships bugs you a lot from long distances and destroyed your fast.
WC3 was not designed balanced as a water game like WC2 or RA2 and RA3... for water games play RA3 is the best, because you can also have a water base
Imagine melee as being in a small room doing target practicing with 9mm, that undead shipyards shure are fun, but is like a granade, dont want to try it inside that small room.
First of all, shipyards aren't invulnerable. I'm fine with the idea of players going and destroying them.
But imagine if you could control them? And you still have air units, heroes and normal units.
Sure, massing gunships will be a high risk, high reward tactic. But investments like those in-game
either make or break your game. So in a way, it will be an optional thing. They will be heavily guarded
I know its not balanced for water game. But you have only two ships, the raft and frigate.
One of which you can only obtain after taking a ship from the goblin shipyard, which will also be
heavily guarded.
Your 9mm analogy also doesn't fly

bullets don't bounce.. but idk, I don't own a gun.
Map can be more playable when you connect shallow water in the center and make huge piece of land there. For sure there should be Goblin laboratory as well in the map.
Solid idea, especially about a central island. Also goblin lab would be great there true.