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Obsidian Heart

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Obsidian Heart

Description


The water flows inside the heart of this island and the river shores are made with dark obsidian. Cordinate with your allies to expand and fight the enemy in the center, in the north and south.

Neutral Buildings

-8 expanding mines.
-4 goblin labs.
-4 goblin merchants.
-2 Merc. camps.
-2 Taverns
-1 Marketplace

Creeps

-16 green
-20 orange
-4 red

Changelog

1.00
Very early release to gather feedback regarding layout, creeps and balance.
1.01 map with 2 taverns, added marketplace.
More work on the enviroment is pending.
Previews
Contents

Obsidian Heart (Map)

Reviews
Remixer
Review - Obsidian Heart (Version December 5th 2023) Synopsis: Beige Roads is a 4-versus-4 melee map featuring the Ashenvale tileset with a black tile, Grey Stones, incorporated to give it additional depth. The diagonal axis splits the map between the...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Review - Obsidian Heart
(Version December 5th 2023)
Synopsis: Beige Roads is a 4-versus-4 melee map featuring the Ashenvale tileset with a black tile, Grey Stones, incorporated to give it additional depth. The diagonal axis splits the map between the two teams, and the open central areas support large-scale battles.
Map Aesthetics: The dark stone tile looks gorgeous mixed in with the Ashenvale tiles. Great usage of that tile, the other tile usage on the other hand is not as great. Large areas of the same tile look very monotone, especially since the large open areas lack decorative doodads and props. The edges of the map are heavily decorated, with large, continuous clumps of objects looking rather messy.
Map Layout: The map's mirroring looks appropriate. The openness is on the rather extreme end, and there could be more elements to play around with. Perhaps more contestable objects or cliff variations/chokepoints to take advantage of? As a whole the map could fit a lot more. Three creep camps (only one green) per player is not a lot.
Neutral Objectives: The creep camps seem of appropriate strength along with the item drops. I would like to see more creep camps as there are rather few items per player dropped. What's the idea of double Goblin Merchants so close to one another? Wouldn't it be more feasible to make them a little farther away from one another? Thematically, some of the creep camps look out of place - why are there Centaurs in Ashenvale map in such sudden places? The environmental placement of the centaur camps is also odd - there are very different decoration styles around them, almost as if the camps were placed after all the rest of the terrain work was done.
Map Gameplay: Follows the standard melee ruleset. Suitable map for eight players, though there's room for improvement. The layout and neutral objectives could be spiced up a bit to improve the strategic depth of the map.

Recommendations:
Consider altering the layout to give it more interesting elements together with adjustments of the neutral objectives. There are a lot of places where there's an empty room that could be utilized.
You can also try to improve on your terrain work - tile usage can be improved as well as the placement of decorative doodads (large empty areas are extremely prone to lack of decoration).
 
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