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Murloc Atoll

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
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Murloc Atoll
Remote atoll far from shipping routes of Azeroth was known only to murlocologists. After discovery artefacts of unknown origin this atol become interesting for many factions. You have to fight for hidden treasures.

General Information:
Players: 1v1
Size: Small
Playable Area: 116x116
Tile set: Sunken Ruins
Creepspots: 4x green; 10x orange; 3x red
Expansions: 4x 12500 gold each
Neutral buildings: 2x Tavern; 1x Fountain of Health; 2x Fountain of Mana; 2x Goblin Merchant; 2x Goblin Laboratory; 2x Mercenary Camp (Sunken Ruins)

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Contents

Murloc Atoll (Map)

Reviews
mafe
Hey, good to see another map from you. Unfortunately it looks not quite finished. Generally the layout (location of creep camps and neutral buildings), but there are just a lot of empty areas which dont seem to serve a purpose, for example, the areas...
Level 22
Joined
Sep 24, 2017
Messages
150
Good to see you're still making maps. This one is pretty crazy.

If I were to judge this map as a standard map, there'd be a lot to point out:
1. Layout
There is nothing to do in the middle for the most of the game, the fountain is guarded by a L22 camp and is only accessible by zeps. There's not much space at the fountain for landing so you have to creep the camp with flying anti-air units. It's not worth it in the end - you have to invest a lot into the units to creep it, build your army comp around it and you don't get much in the end.
The map is filled with tons of chokes and lone trees in the middle of a path. Most noticeable are the 1 block chokes. Maybe it would be better to have bigger pieces of trees rather than many small ones.
The base layout is very unorthodox with the open bath behind the goldmine. You can't really block the backdoor (maybe 2 farms but the unbuildable space is awkward). Idk, workers are a weakspot for most races and you're practically serving them on a silver platter.

2. Expos
Again an issue with the expo area layout, one has those small tree islands., the other is accessible by some weird choke corridor. Why are the creeps behind the GM? I don't think there'd be an issue with aggro if they were infront. With the rather thin tree walls around the expos (base as well), the Bloodmage and KotG will have an easy way to attack it.

3. Creeps
Most look normal, mostly very weak camps. Already wrote stuff regarding the dragon camp in the middle. But boy... those mana fountain camps. Level 32? Well, 37 after the revenant summons an elemental. That's crazy, Double Chain Lightning, Bloodlust and Bash from the elemental, and they get mana regen too. I don't think anyone will creep this except for maybe focusing the revenant for the level 7 item. A L7 item in 1v1 will most likely break the game. And the player can get two of them.

I didn't go into too much detail here. It could use some fixes. But hey, all the crazy stuff could be fun if played vs friends or AI.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hey, good to see another map from you. Unfortunately it looks not quite finished.
Generally the layout (location of creep camps and neutral buildings), but there are just a lot of empty areas which dont seem to serve a purpose, for example, the areas "behind" the fountains. If it was easy to fix, I'd suggest to shrink the entire map by about 20%, but ofc this cant be done easily.
There are several other details that just feel odd for a 1v1 melee map:
1. While it is nice that there are not gaps between forests, there are just some treelines that have a width of only a single tree. Those do not consistently block visions, for example you can see the creeps at the merc camps when being on the other side of the trees from certain angles.
2. The main gold mines being accessible from behind is just an invitation to harass which is annoying and not possible in the same manner on standard maps.
3. Normally itemdrops should have a specified class, for example "random lvl x pemanent item" instead of "random lvl x item".
4. The layout of the expansions is also very weird and has the same downsides as the mains (for the north/south expansions) or they should be more open (east/west expansions).
5. The terrain is nice in some location, but in other places it looks relatively monotone.
6. The small tree groups with small gaps between them can create weird pathing issues.

So overall there is quite some room for improvement, and my list is probably not complete yet. Map set to Awaiting Update.
 
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