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Round Village

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
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A rework of a RoC map made by Blizzard to accommodate TFT taverns and rule set.

This map is now suited for FFA, 3v3 and 2v2v2.

There are 3 taverns on this map because I was unwilling to put them in the top, where, by design, teams should be fighting for access to Goblin goodies + merc shops.

Taverns have different roof colours so it's easier to navigate mini map and not get lost while scrolling.
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Round Village (Map)

Reviews
deepstrasz
In terms of altered melee, it's nothing really, some unit data editing. In terms of melee, it's just a Blizzard edited map. Lacking. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map...
Level 26
Joined
Jan 4, 2020
Messages
373
Since no one was doing it I will say a few things... (idk how much I can correct for you but I will be honest)
-All the change I see is that you make change of middle camp creep to even worse (divine shield) but better of item drop which make sense since its the middle camp.
-One mistake here on the shop in the middle camp, you change from troll to bandit, there is one rule for shop that the creep should be sleep during night(unless you know what you are doing). The shadowmeld make them awake when you get near them.
-that granite golem mines to tavern I don't under stand why put tavern on the cliff, I see no point doing that here.
-The route that doesn't exist before make it better to travel around, but still too narrow widen it a bit more.
-I also see you change the middle ring player expo creep. Which sound great for a team game, but still terrible.

Now let talk about existing point of this map.
-absurd creep and terrible creep route due to everything skip from lv6 camp tp lv16 and keep gone up vertical. ++no good spot for AoW in this map (it is between it isn't worth, too far away or being too hard.)
-too many c4 drop for my taste. Some camp also didn't have a good item drop (too low)
-narrow path everywhere for a big team fight, narrow... too narrow! (But I myself also keep make a narrow map :D)
-Fountain everywhere, My taste felt bitter.
-expo near the middle triangle aggro, this should be fixed by the update you did. (the mine aggro in the middle shouldn't happen imo) There are many way to fix this by trying moving creep behind the expo(if the middle didn't wake up also I didn't test if undead expo there will that lv7 creep wake up or not) or just put more tree down and make it even more narrow
-also critter, don't forget to put them on or near expo

++Anyway I suggest to better make a new map while bring these old map idea. Trust me making a new one is easier than fixing old map.

(PS. I did write this in the discord by also write it here.)
 
Level 7
Joined
Aug 19, 2010
Messages
174
Since no one was doing it I will say a few things... (idk how much I can correct for you but I will be honest)
-All the change I see is that you make change of middle camp creep to even worse (divine shield) but better of item drop which make sense since its the middle camp.
-One mistake here on the shop in the middle camp, you change from troll to bandit, there is one rule for shop that the creep should be sleep during night(unless you know what you are doing). The shadowmeld make them awake when you get near them.
-that granite golem mines to tavern I don't under stand why put tavern on the cliff, I see no point doing that here.
-The route that doesn't exist before make it better to travel around, but still too narrow widen it a bit more.
-I also see you change the middle ring player expo creep. Which sound great for a team game, but still terrible.

Now let talk about existing point of this map.
-absurd creep and terrible creep route due to everything skip from lv6 camp tp lv16 and keep gone up vertical. ++no good spot for AoW in this map (it is between it isn't worth, too far away or being too hard.)
-too many c4 drop for my taste. Some camp also didn't have a good item drop (too low)
-narrow path everywhere for a big team fight, narrow... too narrow! (But I myself also keep make a narrow map :D)
-Fountain everywhere, My taste felt bitter.
-expo near the middle triangle aggro, this should be fixed by the update you did. (the mine aggro in the middle shouldn't happen imo) There are many way to fix this by trying moving creep behind the expo(if the middle didn't wake up also I didn't test if undead expo there will that lv7 creep wake up or not) or just put more tree down and make it even more narrow
-also critter, don't forget to put them on or near expo

++Anyway I suggest to better make a new map while bring these old map idea. Trust me making a new one is easier than fixing old map.

(PS. I did write this in the discord by also write it here.)
Hi, thanks for the feedback on both discord and hive.

I decided to post here because I am on my other laptop and forgot my discord details.

I tried to apply as many of the feedback provided as I could but I'm a bit burnt out atm. I'm doing 2 wc3 projects at once - this map and a melee expanded patch (5th tavern hero for all races + some adjustments to tavern heroes and new additions to tavern).

I just updated the map here and I attached some screns of stuff I tried to improve.

The route is still a work in progress,but, for AoW creeping,right now it's super competitive - super aggressive contests of kiting and AoW on AoW brawls due to the team layouts.....I might end up deleting everything but the shop creeps and the mine creeps.

I've also added on the initial submission, a picture showing how the players are split on the maps for teams to provide clarity on how the routes work on 2v2v2 as opposed to 3v3 mode.
 

Attachments

  • aow1.PNG
    aow1.PNG
    856.4 KB · Views: 17
  • aow2.PNG
    aow2.PNG
    1 MB · Views: 18
  • golems moved outta da way.PNG
    golems moved outta da way.PNG
    1.1 MB · Views: 14
  • kingofhillexpo.PNG
    kingofhillexpo.PNG
    1.4 MB · Views: 13
  • tavern+fountains.PNG
    tavern+fountains.PNG
    1.9 MB · Views: 15

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
868
Due to various changes from standard melee maps, in particular the introduction of new heroes, changes to all sorts of spells, items etc. this is actually an "altered melee" map and not a "melee" map. Therefore I'm changing the tags to reflect this.

Ofc this map is also based on the blizzard map of the same name. Disregarding all the custom stuff, some of the changes make sense, but there is some asymmetry with respect to the new creespots (north of the center there are two orange spot next to each other while on the other corresponding location, one of them is a green). It's good to no longer have expansion access blocked by creeps, and to have taverns. But the changes to creeps only make the map different and not necessarily better.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
868
After further review: It appears you may have tried to manually set the unit data etc in such a way that is corresponds to the current patch?
If so, this isnt the intended way to get a map to use the current patch data. To achieve this, there are two ways:

1. You can set the game data to "melee (latest patch)" in the Map Options. Then the entire map will use the current patch data, except where you manually changed something (for example, many of the item changes are different from the current patch and will still be different after adjusting the game data).
2. The preferred and (by blizzard probably) intended way: Keep the game data to "Default (based on melee map status)" and check the "Melee map: No" text in the bottom right of the editor. It has a mouseover text, which explains why the game does not recognize your map as a proper melee map. Find and remove everything that is stated here. Once you are done, the map will now also use the current patch.

It would helpful if you could confirm if you want this be a true 100% melee or an altered melee map. I am legitimately uncertain, since most of the changes to the data dont have an effect on gameplay, but on the other hand, despite there being custom units/abilities etc and even a custom hero.
 

deepstrasz

Map Reviewer
Level 71
Joined
Jun 4, 2009
Messages
19,248
In terms of altered melee, it's nothing really, some unit data editing.
In terms of melee, it's just a Blizzard edited map.

Lacking.


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