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Naval Graveyard

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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The current caused by the maelstrom can sometime cause ships to crash into reefs, to the delight of the local sea giants who kill the survivors and plunder the ships. Guess who just got shipwrecked?

Creep Camps:

- 2 * Lv 3
- 2 * Lv 5
- 2 * Lv 6
- 2 * Lv 9
- 2 * Lv 11
- 2 * Lv 13
- 6 * Lv 15
- 2 * Lv 16
- 2 * Lv 21

Total number of camps: 22



Neutral Buildings:

- 2 Goblin Item Shops
- 2 Goblin Laboratory
- 2 Mercenary Camp (Lordaeron Summer)
- 1 Taverns
- 4 Gold mines (12500)


Features:

- The secondary bases are up hill compared to the rest of the map and are close to the ramps,making it easier to defend from those sides.
- there are a few choke holds so the goblin zeppelin will definitely come in handy



Change Log:

04/05/2019
- Added Mercenary camps + Creep camp
- Added trees on the outer paths
- terraing + added doodads

20/05/2019
- added forgotten critters
- added level 6 creep camp
- switched one undead creep in each appropriate creep camp with skeleton archer for anti air
- changed drops
- pushed starting gold mines away a bit, added 3rd ramp close to secondary Gold mine in order to increase path choice.
- added strips of land near certain creep camps for NE
- switched Sunken ruin Mercenary camps with Lordaeron Summer Mercenary Camp
- widen side paths

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Contents

Naval Graveyard (Map)

Reviews
Cigaro
Allow me to add a few points so there can be even more fine tuning. === LAYOUT The distance between the starting positions of the two players is a little (EDIT) shorter than it is on other Blizzards maps. A peon needs only 46 seconds to walk from...
deepstrasz
It does not quite fit its name. Not a naval graveyard at all. More like a shipwreck island. Anyway, that's just a thought, not related to the review. For some reason it shows 1 in the player circle before the title instead of 2 although there are...
Nudl9
More feedback: -Theres too many camps with sea giants, pulverize really fucks with HU -Theres also a camp with abolish magic which screws up archmage's elemental. -In general there are few camps left that doesn't make HU miserable -Abolish magic and...
mafe
No update in more than 3 months. Therefore map set to substandard.
Level 12
Joined
May 12, 2012
Messages
104
Allow me to add a few points so there can be even more fine tuning.

===

LAYOUT

The distance between the starting positions of the two players is a little (EDIT) shorter than it is on other Blizzards maps. A peon needs only 46 seconds to walk from town hall to town hall, but on most 1v1 maps he needs 52 to 60 seconds. That may not seem like a big difference but a high level player will notice and it will have an effect on how games are played. This problem could be addressed by pushing the base a little further to the corner of the map. You have a lot of room there.

You can build a burrow behind the bottom gold mine, but not behind the top gold mine. I would make it equal.

burrow.jpg

The paths in shallow water behind the expo are a bit narrow. Since you have a lot of room there I would recommend to widen them a little. The map will still have plenty of choke points - perhaps even too many.

Some spots allow for a small unit (acolyte scouting) to hide from a bigger one (hero chasing him down):

scout.jpg

It has been argued that the Sunken Ruins merc camp might be imbalanced, see thread here.

===

CREEPS

The camps guarding the expo are placed too aggressively, they should be closer to the gold mine. Same goes for the creep camp guarding the goblin merchant and some others.

The lvl 5 murloc camp next to the base drops two items, one lvl 1 perm and one lvl 1 p-up. I would have it drop only one of them.

The red camp in the corner is lvl 21, which usually warrants for a lvl 5 item, but instead it drops a lvl 4 plus a lvl 3. That is highly unusual and people will probably not like it. For example, you may not have the item slots available for two items and would prefer one strong item instead. Also, access to that camp is very narrow, your opponent could practically seal you in.

The lvl 13 camp at the merc camp drops a lvl 3 PLUS a powerup. That's too much, I would make it a lvl 2 item.

Contrary to that, the lvl 16 murloc camp only drops a lvl 2 item, which is not good enough, even if the additional powerup is a lvl 2.

The Revenants at the lab drop nothing.

What I'm missing is another green camp. The total levels are: 3, 5, 9, 11, ... You only get two tiny green camps, and for the next bigger spot you need to kill the relatively strong skeletons which are close to your enemy. On a side note, the skeletons have no anti-air, and neither do those at the merc camp and the revenants at the lab:

orcs.jpg

NE might dislike this map because you cannot farm creep camps well with an AoW. I guess the giant sea hunters at the shop are an option, but you need to build quite a bit away from them. Have a NE player give his opinion on that.

You forgot to place critters I think, at least I didn't see any.

===

DESIGN

I'd probably put grass or thick grass under all palm trees, but it's a matter of taste.

Another thing are those ugly little 2D rocks which you can hide by lowering the doodad:

rocks-1.jpg rocks-2.jpg

Blizzard didn't do good job there.

I've got to add that I've never been a huge fan of the Sunken Ruins tileset in itself. However, your mixture of terrain is good and so are most of the doodads that you've placed. It may not mind-blowing but it doesn't need to be that anyway.

===

With a few fixes, this will be very playable map.
 
Last edited:

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,689
It does not quite fit its name. Not a naval graveyard at all. More like a shipwreck island. Anyway, that's just a thought, not related to the review.

  1. For some reason it shows 1 in the player circle before the title instead of 2 although there are two players.
  2. One of the two murloc/mur'gul (southwes) units in the nearest green camp near trees and on land does not spawn the warrior (green creature) but only the orange (caster) one. Either you've not placed it in the editor or they are too near the start location and it's automatically erased by the melee triggers.
  3. Careful with sea giants with pulverize (AoE attack) since militia will have a harder time clearing the expansion.
Awaiting Update.


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Last edited:
Level 24
Joined
Nov 9, 2006
Messages
2,561
More feedback:
-Theres too many camps with sea giants, pulverize really fucks with HU
-Theres also a camp with abolish magic which screws up archmage's elemental.
-In general there are few camps left that doesn't make HU miserable
-Abolish magic and pulverize are two things that should be used sparsely since it mess up HU that have many small units.
-Same with cold arrow, which can screw up clearspeed of Orc that have few, but strong units.
-I recommend checking pathing with P hotkey, lots of small things that need fixing here, see screenshots.
-In general there are a few chokepoints too that should be more open, near lab and shop.
 

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mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
866
Well, you've got some feedback to already, and I agree with all of it. Please consider it, and fix at least the obivous bugs (the non-spawning Mur'gul and the pathing on @Nudl9 s screenshot).
On top of that, you should definitely make this an actual 2 player map: Player 2 is currently fix as computer/AI. Make him selectable as player.

Until then, back to Awaiting update.
 
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