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Sunking Streets

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Description:
Once a thriving city, now being plundered by bandits and cultists. Most of it is already sunked beneath the sea, and the remaining streets are aproaching their last days.


Sunking Streets

Map Size:
Playable - 117x107
Full - 128x128

6 Mines
2 Goblin Laboratories
2 Goblin Merchants
1 Tavern

12 Green Creep Camps
4 Orange Creep Camps
2 Red Creep Camps

Notes:
This is my first melee map, so i am not sure if it is balanced.
Any suggestions are welcomed.
Previews
Contents

Sunking Streets (Map)

Reviews
Nudl9
Night elves will hate this map. NExHU necessitates early harass and HU has even stronger defence with high ground. High ground is generally a no-no, with marketplace being the exception and that map has a very broad platform ramp too. There is a big...
mafe
For a first melee map, this is a very good start. Basically, you seem to do the basics right. Generally, the terrain and environment in the central area of the map could need some improvement, as it currently looks rather bland. The big house look...
Level 24
Joined
Nov 9, 2006
Messages
2,561
Night elves will hate this map.
NExHU necessitates early harass and HU has even stronger defence with high ground.
High ground is generally a no-no, with marketplace being the exception and that map has a very broad platform ramp too.
There is a big lack of trees for AOW's use towards early expansion.

UD will dislike there being so many camps around the base, since they won't be able to contest them very easily.

The lack of trees also cause extra large sightlines, which makes surprise encounters less common and easier to gain map control.
The hard expansion should be more exposed, because as of right now you can tower island the hard expansion.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
865
For a first melee map, this is a very good start. Basically, you seem to do the basics right. Generally, the terrain and environment in the central area of the map could need some improvement, as it currently looks rather bland. The big house look kinda lost with nothing around them. The other parts of the map look well made however, just take some time to upgrade the center, and I think you'll do alright.

Regarding gameplay, as I said it is good, but there are a number of the details to discuss:
1. As @Nudl9 said, the maps isnt very friendly to nightelf. Primarily the complete lack of AoW-creeping possibilities near the main bases, but also the fact that man parts of the map dont have trees, which is a big nerf to the kotg and huntress owls.
2. I like a lot that there are no gaps between trees. However, since you placed the trees with the "square" and not with the size 2 circular tool, there are many trees where wisps can sit cannot be attacked by melee units, similar to this picture:
safe wisps.png
3. I dont like dead ends, as you can only leave the same way from which you came, which generally feels like you are losing a lot of time.
4. The itemdrops are okay-ish, but the lvl 2 charged item from the 2-2-1 murlocs and the lvl 5 items at the shops are too strong (in relation to the strength of the respective creepcamps.
5. The shops can be accessed without aggroing the creeps. Is this intentional, and if so, why?
6. Bases/Expansiions on highground are indeed debatable, as the defenders advantage might be too strong. Imho it would be enough to have either main bases or expansions on high ground at most.

There might some other minor issues which I'm not noticing atm. All the other comments by Nudl are also valid, but require a lot of thought to implement correctly. While it is of course ideal to think of all of this, better start by doing some quick fixes with respect to the issues I mentioned (well, fixing the trees would take some time, but at least adress the other issues or tell me why you want them to stay the way they are). Until then, map set to Awaiting update.
 
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