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Orange Swamp

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
ORANGE SWAMP

Players: 1vs1
Size: 64 x 128


Important
It is a standart melee map designed for 1 vs 1
On this map there are 3 ways to go through and reach your opponent (initial base), without having to fight a creep camp.
Keep in mind that the layout of the roads are very complicated to go through with a well sized army.


Specifications:
-4 Goldmines (all have 12500 gold)
-2 Taverns
-2 Goblin Merchant
-2 Goblin Lab
- It have 6 green camps and 12 orange camps
- Custom Terrain fog has been specified
- Custom Water tinting color has been specified
223199-464fc412185a9c386133c23f199339c6.jpg
Previews
Contents

Orange Swamp (Map)

Reviews
mafe
Hello returning (?) melee mapper! The map has an interesting concept. Unfortunately, in the current state, there are several major flaws, especially if you indeed want this to be a standard melee map: 1. Itemdrops: Please only use "100% level X class...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hello returning (?) melee mapper!

The map has an interesting concept. Unfortunately, in the current state, there are several major flaws, especially if you indeed want this to be a standard melee map:
1. Itemdrops: Please only use "100% level X class Y" item drops unless you have very good reasons to do otherwise, and even then use other item tables sparingly. Have at most 2 items drop from a single camp (usually one permant/charged and one powerup). Everything else can be confusing, imbalanced, too random or even everything at all once. Look at standard ladder maps to find out what kinds of itemdrops are appropriate for which kinds of creeps camps.
2. Every creep that isnt guarding a gold mine should be put to "camp".
3. The map is not symmetric. A little asymmetry can be fine, but here it is too much. Additionally, the map might be too large to support standard 1v1 gameplay.
4. Generally, the idea of trying to make "paths" leading from A to B is already a trap in itself. Most (competitive) melee maps have very few (and relatively short) linear path/corridor-shaped areas, since these restrict the movement options the players have.
5. Gaps between trees: There should be no gaps at all between trees. Check with "p" and "ctrl + d" and compare your maps to standard ladder maps. On standard maps, the forest locations are nearly 100% purple, whereas on your maps, there are countless gaps. Trees should be placed exclusively with the size 1 or 2 circular tools, and only by individual clicks such that new trees align perfectly with existing trees. Do not plant trees by "holding and dragging the left mouse button".
6. It's weird that the blue spawn has very few accessible trees to the right of it.

These are the most important and essentially gamebreaking issues, but there might be other, lesser important ones. However, there are also some positives: The main base design is quite good for the red base. The creeps are nicely positioned so that players cannot run into them by accident. Most creepcamps by themselves are sensible.

Visually, the map is ok-ish, but not really remarkable. There are a few nice places such as the area around the western shop, it would really benefit the map if there were more such detailed locations.

Overall, the map still needs some updates, at the very least to issues 1+2. Consider doing something about the other issues too. Until then, map set to Awaiting Update.
 
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