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Sewers in the cave

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Sewers in the cave
by AGKRegal102



Description:
A sewer in the cave has water dripping into it, so it is one of the sewers. Is there anything to be concerned about with these sewers?



Features:
- 4 Gold Mines - 2 Main (13000g), 2 Expansions (12500g)
- 2 Goblin Merchants
- 1 Fountain of Health
- 2 Taverns
- 4 Green Creep Camps
- 6 Orange Creep Camps
- 3 Red Creep Camps



Map Overview:

full



Screenshots:

full


Changelog:
v1.0
- Map uploaded


Author Notes:
If you have questions, suggestions or criticisms, just leave your comments below!
Contents

Sewers in the cave (Map)

Reviews
Remixer
Review - Sewers in the cave (Version June 24th 2023) Synopsis: Sewers in the cave is a two-player melee map featuring the Underground tileset. In the current state, the map does not meet the standard melee requirements. Map Aesthetics: Underground is...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Review - Sewers in the cave
(Version June 24th 2023)
Synopsis: Sewers in the cave is a two-player melee map featuring the Underground tileset. In the current state, the map does not meet the standard melee requirements.
Map Aesthetics: Underground is not a very good melee tileset for the lack of fitting tiles, and it shows here. The tile variation is non-existent and the scarcity of decorative doodads leaves the ground looking barren and empty. Visual clarity is a bit messy due to the placement of trees and gaps between them.
Map Layout: The layout is standard ring-layout with a cross pathways across the ring - not anything special but it works. The pathways in the middle could be a little wider (on the archway spots) as well as some creep camps being more accessible, instead of being placed at the end of a dead-end pathway. The gold mine creep camps (which are strong) are blocking the ring pathway, while the cross pathway is blocked by the fountain camp, which can be used as an intended gameplay element, but leaving no pathways to the enemies is not a good practice, especially since the guard camps are extremely strong for such a small map.
Neutral Objectives: As mentioned above, the creep camp placement could be a lot better. If you do intend to have blocked pathing routes with creeps, at least balance their strength by the map size and gameplay flow. The item drops are not in balance to the creep camp strength - please fix this (you have the item drop level correct in your latest maps, so fix the older ones please).
Map Gameplay: Good melee gameplay is not possible due to the gaps in trees and the normal melee game flow being disturbed by the gating creeps (which are very strong) on every pathway.

Recommendations:
Fix the open areas on hilltops.
Fix the gaps between trees.
Fix the item drop strength and placement of creep camps.
 
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