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Swampyland

Submitted by eubz
This bundle is marked as approved. It works and satisfies the submission rules.
MELEE MAP

Swampyland



Many said that this land once contained great treasures. Scaterred pile of treasures and junks show evidence with this. Expand quickly, take hold of the goldmines and destroy your opponents.

This is a melee map created by eubz

The Creeps

Creep encampments are stated below:
1. Red Camps -> [3]
2. Orange Camps -> [6]
3. Green Camps -> [6]

Neutral Buildings

Neutral Buildings are stated below:
Goldmines
Number of Goldmines: =[number]
1. low - [10,000]
2. high - [15,000]
others
1. Goblin Merchant - [3]
2. Taverns - [1]
3. Mercenary Camps - [3]

Screenshots

PREVIEW
[​IMG]

Note

All models and doodads herein are from Blizzard Intertainment. No other models have been exported for use in the map.


Keywords:
swamp, swampy, swampyland, land of swamps...
Contents

Swampyland (Map)

Reviews
Moderator
11:45, 18th Sep 2011 -Kobas-: Status: Approved
  1. 11:45, 18th Sep 2011
    -Kobas-:
    Status: Approved
     
  2. eubz

    eubz

    Map Reviewer

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    Any comments or review will gladly be accepted...
    Thanks...
     

    Attached Files:

  3. GhostThruster

    GhostThruster

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    Type should be Melee.
    Category should be Medieval/WarCraft.
    Well, it's a melee map. I don't really like 3 - player melee maps, unless they are made well.
    Yours isn't.
    -Blue player has less area.
    -Terrain design/layout too basic. It's 3 sausages around a little blob.
    -I think there are too many Goblin Merchants and Mercenary Camps. I know it is one for each player, but they are just too close and convenient and numerous.
    -Dislike the placement of trees around the centre (those 'C' shaped ones with creeps). Use something else as a wall for creeps.
    -Like BLIZZARD CLIFFS. I know it's been said they look ugly, but aesthetics don't matter in melee maps. Blizz Cliffs offer quick and easy land levelling, land separating, CREEP WALLS (seriously those trees are just wierd), and sight blocking strategic advantage.
    -Lack of environmental doodads. Those rocks behind the trees where nobody can see don't count.
    -Tile placement not very nice. I dislike the tiles in the shallow water around the centre, and I think if you added a dirt path to and from bases/locations, it would be better.

    At the very least, it is playable. However, I think the quality is too low to be approvable. Soz 2/5.

    EDIT: Ah yes, and change the stupid name.
     
  4. eubz

    eubz

    Map Reviewer

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    I prefer that this map be rejected.... If you think that the map is really not approvable...
    You only look at the map preview...
     
    Last edited: Sep 18, 2011
  5. -Kobas-

    -Kobas-

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    Add item drops to small creep camps near tavern and add shrubs rocks there and all around for 4/5 :thumbs_up:
    Status: Approved
     
  6. eubz

    eubz

    Map Reviewer

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    OK, I'll do that...
     
  7. tulip

    tulip

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    I'm actually surprised Kobas likes this, since he judges on previews, and the preview looks bland, and it doesn't use too many doodads.
    But the map looks really nice on close inspection, the terrain might be simple, but it looks natural and convincing. I like that it's very open, no cramped passages or choke points to abuse.
    Good work!
     
  8. kpmatyi

    kpmatyi

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    I like this map, however it's true, that the blue player has way smaller space than the red and teal. The terrianing is simple, but nice. (As it mentioned above, it looks natural.)
     
  9. -Kobas-

    -Kobas-

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    First of all all maps I moderated I downloaded and opened in WE.
    And I mean all of them.

    When I check map script, object editor data, import manager and terrain I"m 100% sure what to do with it.
     
  10. deepstrasz

    deepstrasz

    Map Reviewer

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    The small number of creeps might be explained by the fact that a player shouldn't be able to reach level 5 with even 1 hero while the others are fighting amongst themselves.