1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  5. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  6. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  7. The results are out! Check them out.
    Dismiss Notice
  8. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  9. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  10. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Rivertown

Submitted by Knecht
This bundle is marked as approved. It works and satisfies the submission rules.
Story
The riverfolk has always profited as a harbor for merchants. Though the riches have invited unwelcomed guests to the town.


Map Specifics
[​IMG] Players 2
[​IMG] Creep Camps 8 10 2
[​IMG] Neutral Buildings 8
[​IMG] Gold Mines 6


Something about boats
When I first started working on the map, I wanted to make it more naval. However, the map didn't flow that well and as time went, the map became more and more ground-based. I kept the shipyards on the map though. The boat's usage was reduced to pretty good scouting (as it's fast, 0 pop and has a lot of HP) and occasional transport, hiding spot and movement boost.

Author's notes
This map is more of a visual test in melee making and testing work with pathing blocks. Thanks to all in the melee making community for feedback.


Change Log

[2019-09-20]-Version 1.0 - Uploaded
[2019-09-21]-Quick fix - ensnare creeps replaced, AoW spot added


Previews
Contents

Rivertown (Map)

Reviews
mafe
Alright, I've seen some work-in-progress version, so how does it look now? Visually, it's a mix of high quality standard terrain in the north and south, and and interestingly design village in between. I guess this village will take some time getting...
mafe
Well then. Most of what I said above still stands. But in the end these are no "objective" flaw, but rather some debatable design choices that are within the limits of what imho should be acceptable in melee maps. Therefore map approved. Still, please...
  1. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
    Messages:
    383
    Resources:
    11
    Maps:
    10
    Tutorials:
    1
    Resources:
    11
    Alright, I've seen some work-in-progress version, so how does it look now?
    Visually, it's a mix of high quality standard terrain in the north and south, and and interestingly design village in between. I guess this village will take some time getting use to, but no complaints for me.
    Regarding gameplay:
    -Well, boats. The map seems to have a good way of implementing boats, they seem to give an advantage, but it's nevertheless possible to play without them.
    -AoW-Creeping: Only the 6-4-4 polar bears are an option, and while you cant build the AoW right in front of them, the reward (both lvl 2 and a big potion) seems rather strong. I would like this to be changed. Maybe you could make it so that the harbour is the "natural" target for AoW-creeping? This would give a further incentive to use boats.
    -No complaints about items otherwise.
    -Many ensnare creeps and if I remember correctly, they can cast ensnare on boats. This does not favor using boats.
    -It is possible to buy items at the shops from "behind" the houses? Was this intended? It's alos possible to attack the trolls guarding the shop from across these houses.
    -In the same manner, the murlocs can be attacked from "behind", causing the to walk around weirdly.
    -The creeps at the harbours will attack players units that might walk past. In theory that is bad, in practice it seem that units that are rallied to your army are unlikey to walk too close to those creeps, and it's likely that these creeps will get taken out early anyway.
    -Please check the pathing/ramp at the locations marked on this screenshot:
    Riverrun pathing.png
    -Nightelves (kotg) will not like the lack of trees in central village.

    So I'm kinda how to moderate this map. It is high quality, but there are some issues. I dont insist that you fix (all of) them, but maybe explain how you think about them and if you would make changes. Therefore I'll keep the map as pending until you reply ;)
     
  2. Knecht

    Knecht

    Joined:
    Sep 24, 2017
    Messages:
    98
    Resources:
    7
    Maps:
    7
    Resources:
    7
    I did a quick fix for now. Replaced most ensnare creeps and added an AoW spot at the shipyard.

    -Idk why it happens with the houses, there's vision blockers (I even checked to be sure) but they seem to work in mysterious ways. I guess I'll have to redo the area around the shops. Or does it balance out BM? :D Murlocs are intended though
    -There's actually another AoW spots in the middle next to the tavern and troll camp (lvl2 charged + lvl1 book)
    -The pathing has been taken care of, I always miss some spots
    -Too bad for him, guess he'll have to change tactics if he wants to use trees :D nah, I wanted to add some but they didn't really fit the atmospere (this is sadly a form over function dispute). One thing I didn't want to add were trees next to taverns though. Why couldn't NE build moonwells like others?
    -There's a hidden feature due to previous pathing issues. If you destroy the boxes next to the trolls in the middle, units are prone to aggro them. Idk if it's useful or not, maybe if I left them with ensnare.

    Anyways, I guess I'll have to redo the middle in the Rivertown2.0 version. I wonder how Reforged will handle the visuals :D
     
  3. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
    Messages:
    383
    Resources:
    11
    Maps:
    10
    Tutorials:
    1
    Resources:
    11
    Well then. Most of what I said above still stands.
    But in the end these are no "objective" flaw, but rather some debatable design choices that are within the limits of what imho should be acceptable in melee maps.
    Therefore map approved. Still, please feel encouraged to make a 2.0 version.
     
  4. WolfFarkas

    WolfFarkas

    Joined:
    Jul 5, 2019
    Messages:
    188
    Resources:
    17
    Maps:
    17
    Resources:
    17
    rating 3/5