Pirates Route (Ships Mod)

This bundle is marked as approved. It works and satisfies the submission rules.
  • Like
Reactions: StoPCampinGn00b
JCarrill0 Presents
111038-albums7328-picture84107.jpg
About this Map
This is a standard Melee Map, with a few added features, Naval units! Jinzakk's Map (6)Pirate's Route is a TFT Melee map. I edited his map (with permission) by removing the Neutral Goblin Shipyards, then I did some editing to the standard campaign ships (tweaking for balance, and added build option rather then hire options) so they could be used as a regular Melee Game.
[tr]
Credits
[tr]

Keywords:
(6)Pirates Route, Ships Mod, Naval Units
Contents

Pirates Route (Ships Mod) (Map)

Reviews
17:57, 21st May 2014 Orcnet: More of an simple addon change, can be approved.

Moderator

M

Moderator

17:57, 21st May 2014
Orcnet: More of an simple addon change, can be approved.
 
Level 15
Joined
May 25, 2004
Messages
1,138
simple isn't quality you say...

I think just adding shipyards to be buildable by peons will make a map special.
A certain amount of quality is required
I don't think a simple-edited map fits in this criteria. IMO
Well, let me start off by saying "I can't please everyone"

However, Adding the A.B. Trigger mechanic is by-far the best way to use an Advanced Build technique IMO, not to mention a quality trigger.

Yes only adding naval units as an addition to melee maps might seem simple, but that was the whole point! I wanted to make it act as if this could of been something blizzard would of done for actual Melee maps.

Adding custom textures new, models, completely changing the units and what not to act and feel different would take away from what I was trying to add to Melee play. Much as this was "Custom", I was trying to make it as much Melee as possible.

The only way I could of made this better/pleasing to some I guess would of been to completely make my own non-custom melee map, then add "Ships Mod" to the map. I am currently working on this I might add, but I did want to see how this map series took off.

In future and current map projects I am currently working on, I do have custom triggers, adjusted unit profiles, imported material such as BLP & MDX stuff, but I wasn't trying to do that for this Map series. (Why would I do that if I were trying to make a Melee map anyway?)

Quality is not always making each model custom, adding custom textures, adding a fancy new button, or changing the default text by adding cool HTML colors. Much like restoring a old car and using as much of its original stock as possible. Sure the guy who has the same car frame, but has a new hybrid engine would completely diminish the quality of the car imo. It comes down to a matter of preference in the end, and while we all have opinions, sometimes making it look, feel, and drive like the original... is what makes it awesome!
 
Today I played this 1v1 as Night Elf versus the Human AI. It was a good time, but that Human AI did not know to build the shipyard, so I was mostly just sailing the seas in my ships and beating up the creeps. I had a lot of fun though. Some of those creeps were dangerous! If those ghosts/wraiths had possessed my archers in a game versus another human player, wouldn't I have lost from using units? :O

I played on a backup of one of those newer patches where I thought the patch notes said that Mount Hippogryph research was removed. But I noticed that in your map, this research is back and I had to research it. I double checked and I was remembering correctly that if I play a basic melee map on my same Warcraft III installation that the Mount Hippogryph research was no longer required on the melee map.

Did you intentionally bring it back to change more of the unit balance on this map?
 
Level 15
Joined
May 25, 2004
Messages
1,138
Today I played this 1v1 as Night Elf versus the Human AI. It was a good time, but that Human AI did not know to build the shipyard, so I was mostly just sailing the seas in my ships and beating up the creeps. I had a lot of fun though. Some of those creeps were dangerous! If those ghosts/wraiths had possessed my archers in a game versus another human player, wouldn't I have lost from using units? :O
Greetings, The creeps that have possession would turn your units to Neutral Hostile and you would loose them yes.
I played on a backup of one of those newer patches where I thought the patch notes said that Mount Hippogryph research was removed. But I noticed that in your map, this research is back and I had to research it. I double checked and I was remembering correctly that if I play a basic melee map on my same Warcraft III installation that the Mount Hippogryph research was no longer required on the melee map.

Did you intentionally bring it back to change more of the unit balance on this map?
I recently updated the map to be using "Latest Patch" Options vs the old "Default Melee" which uses the old patch notes.
 
Top