Starfish Village v0.9.0

This bundle is marked as approved. It works and satisfies the submission rules.
Entry for Hive Cup Tournament - 1v1.

General Information:

-1v1
-160x600 Size


Buildings:
-3 Gold Mines
-5 Hidden Gold Mines
-2 Mercenary Camps
-3 Goblin Shops
-1 Goblin Laboratories
-1 Tavern

Camps:
-5 Green camps
-13 Orange camps
-6 Red camps

Description:
Since ancient times these cultivated lands have remained hidden from other civilizations. Until the day it was discovered. Suddenly factions from across the world sought conquer this rich and fertile land, as it was ripe for the harvest.


Testers:
N/A

Changelog:

-Fixed spawns to always be on the opposite side
-Made camps easier for humans



-Removed trees and opened the path leading to hidden expansions.
-Added a marketplace in the center of the map.
-Added/removed trees near bases to make them all equally wide near openings.
-Made more space for AOW's around certain spots.




-Made bases more thight.

v0.7.1
-Plugged some holes in trees
-Can't sneak around to shop during daytime
-Fixed AOW spots for easy camps




-Added ramps to hidden exes. Can be entered by cutting 3 trees.
-Goblin Laboratory is located in center.
-Added another shop.
-Removed 5th spawn.




-Center lab camp turned into red camp 20.
-Removed tome 1 from green camp
-Changed red hydras to a mix of troll, total 25.


-Added ramps to hidden exes. Can be entered by cutting 3 trees.
-Goblin Laboratory is located in center.
-Added another shop.
-Removed 5th spawn.

Contents

Starfish Village v0.9 (Map)

Reviews
mafe
Great design. I'd really like to see it as a 5 player map (again), imho the differences regarding the spawn points should be acceptable. I wonder if you have ever played Battle for Wesnoth, this map reminds a lot of the maps there, mainly because of...
Level 24
Joined
Nov 9, 2006
Messages
2,562
It was for balance yes, the 5th spawn was further away from shop which could impact some timings.
It also meant that if anyone expanded near red or yellow spawn, it would be harder to defend against sappers.
Heres a screenshot showing the changes from the first version to the latest (v0.7)
 

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mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
869
Great design. I'd really like to see it as a 5 player map (again), imho the differences regarding the spawn points should be acceptable. I wonder if you have ever played Battle for Wesnoth, this map reminds a lot of the maps there, mainly because of the color choices, the lone houses, small tree groups and the "rivers". In the editor the map looked rather "unwarcraftish", but ingame it wasnt that extreme.

Regarding balance/symmetry, it seem to me that the AoW-creeping possibilities are kinda asymmetric in terms of how close/far an AoW can be built next to the murlocs or the 5-4-4 ogre-troll spot. It also seems to me that clearing the trees towards the outer expansions is easier in some locations than in others (to be honest, I did not make a comparison ingame).
At the northwest and southern shops, it is possible to micro a hero around the creeps towards the back of the shop during daytime without aggroing the creeps.
Creepcamps and itemdrops are well balanced, if maybe a bit boring (for all the nice work with the outer expansions, I have trouble seeing them as a big factor in most games).
Obviously just as on TM, the players might be in an asymmetric situation depend how they spawn relative to each other, but I dont see a clear and obvious problem with that.

I trust you will do something about the AoW-creeping and maybe also about the shops, even if the map is still good as it is now. Map approved.
 

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