Moderator
M
Moderator
23:12, 27th Oct 2014
StoPCampinGn00b: Map approved with a 4/5 rating.
As the official judge of the "Melee Map Making Contest #1," I have showcased PKCrafty's expert review below.
As a veteran melee map maker, I have also included Remixer's review.
StoPCampinGn00b: Map approved with a 4/5 rating.
As the official judge of the "Melee Map Making Contest #1," I have showcased PKCrafty's expert review below.
I must start off with saying; good job on the item drops. The item drops are as they should be, very balanced. I commend you on this, for I have played so many custom melee maps with imbalanced item drops. The item ranges for each creep are as they should be, once again well done.
This map seems professionally made for competitive gameplay. The pathing is nice and smooth - nice open areas and good choke points. And this of course includes the layout, well done, it seems as if this map was made by Blizzard®. The neutral buildings are well placed with good pathing and surroundings around the neutral buildings. Not only that but you left the tavern unguarded (it should seem pointless to point this out, but I've seen a lot of maps make the mistake of guarding the tavern.) and this map has a goblin merchant. Both these buildings are a must in competitive maps.
The map is well balanced for each and every race, something I don't see often.
Maybe increase starting goldmines up to 12500 instead of all being 10000; since the map is so small and there is the option for 3 people to be playing at once.
Also I noticed the creep camps sight/range are at 500 instead of the standard 200 for the expansions. The main reason why it is set to 200 is for proxy building; such as AoW(Ancient of War) creeping as nightelf, putting up proxy voodoo lounge as orc. (for a stronger harass/pressure) Or human making scout farms to detect opponent movement across the map. I saw you set the range for all the other camps to 200, so I'm at a lost as why the expansions are 500. I'm interested in knowing your thoughts behind this.
Now the terrain is up to par with blizzard standards, along with creeps, amount of expansions, item drops, pathing, layout, and overall balancing. In my book that's a 5/5 rating based on that.
The terrain has excellent tile variation with well placed doodads giving the map a well and strong swamp/glade lively atmosphere. The map is very pretty and beautiful islands on the outside of the map. Although this is not really important in competitive maps, but still, it is a very nice touch nonetheless.
"Look at dat, a "non symmentrical" 3 player map. Hard to copy n paste, since you can't rotate 120 degress in the editor." Well I beg to differ. This is as symmetrical as you could possibly get in a 3-player map. Well done.
Did not find any bugs or flaws in the map.
Do not really have any suggestions except increasing the mainbase gold and decreasing creep camps sight/range (but if you left it at 500 on purpose with a reason, that's fine). Other than that the map is well-made. I mean, I could suggest other things, but they're more of a personal preference/style.
Overall the map is well balanced and could play at a high competitive skill level, such as myself. You sir deserve +rep with a rating of 5/5. Hope to see more maps from you, such at this high caliber of quality.
Contact me if you have any questions.
This map seems professionally made for competitive gameplay. The pathing is nice and smooth - nice open areas and good choke points. And this of course includes the layout, well done, it seems as if this map was made by Blizzard®. The neutral buildings are well placed with good pathing and surroundings around the neutral buildings. Not only that but you left the tavern unguarded (it should seem pointless to point this out, but I've seen a lot of maps make the mistake of guarding the tavern.) and this map has a goblin merchant. Both these buildings are a must in competitive maps.
The map is well balanced for each and every race, something I don't see often.
Maybe increase starting goldmines up to 12500 instead of all being 10000; since the map is so small and there is the option for 3 people to be playing at once.
Also I noticed the creep camps sight/range are at 500 instead of the standard 200 for the expansions. The main reason why it is set to 200 is for proxy building; such as AoW(Ancient of War) creeping as nightelf, putting up proxy voodoo lounge as orc. (for a stronger harass/pressure) Or human making scout farms to detect opponent movement across the map. I saw you set the range for all the other camps to 200, so I'm at a lost as why the expansions are 500. I'm interested in knowing your thoughts behind this.
Now the terrain is up to par with blizzard standards, along with creeps, amount of expansions, item drops, pathing, layout, and overall balancing. In my book that's a 5/5 rating based on that.
The terrain has excellent tile variation with well placed doodads giving the map a well and strong swamp/glade lively atmosphere. The map is very pretty and beautiful islands on the outside of the map. Although this is not really important in competitive maps, but still, it is a very nice touch nonetheless.
"Look at dat, a "non symmentrical" 3 player map. Hard to copy n paste, since you can't rotate 120 degress in the editor." Well I beg to differ. This is as symmetrical as you could possibly get in a 3-player map. Well done.
Did not find any bugs or flaws in the map.
Do not really have any suggestions except increasing the mainbase gold and decreasing creep camps sight/range (but if you left it at 500 on purpose with a reason, that's fine). Other than that the map is well-made. I mean, I could suggest other things, but they're more of a personal preference/style.
Overall the map is well balanced and could play at a high competitive skill level, such as myself. You sir deserve +rep with a rating of 5/5. Hope to see more maps from you, such at this high caliber of quality.
Contact me if you have any questions.
As a veteran melee map maker, I have also included Remixer's review.
Cons:
1. Floating doodads (rocks, sunken ruins rubble (small) all around the middle island (next/on the cliff). You should either raise the doodads or remove/rescale them so that they dong hang off the edge.
2. The shallow water area is very flat, try to get some height variation in there raise and lower the ground, but keep the type shallow water.
3. The tile usage in the shallow water area could use more dirt and rough dirt and less grass, since grass rarely grows underwater.
4. A bit minor detail but it's still sticking in my eye, there is a lamp (totem lantern) behind the trees at the North-East part of the center island, I think it's "a terraining typo" since it looks really out of place there.
5. The doodads are very stacked all across the map, what I mean that there is a lot of them but most of them are in a bunches of e.g. 10 rocks and lots of shrubs and mushrooms and on the way to the next pile there is no doodads. This style should be avoided since having smoothly decorated terrain is mostly a better way since having the piled style often leaves the rest of the terrain really empty looking (like in this case) ( I am still having this issue myself a little, but I'm working on fixing it ).
6. I am not sure about this one since a lot of people do it, but in my eyes the waterfalls starting from the side of the cliff (or above them) looks really strange, I think the best way to fix this would be to remove the waterfalls since there is rarely water falls in the sea anyway.
7. Issue with pathing the South-East and South-West ramps of the middle island have bugged pathing due fail usage of the ramp tool (blame blizzard) and archways. I would strongly recommend fixing this issue ASAP (press P in the editor to see pathing of the map (CTRL+D to hide doodads), is easy way to find issues like this one). Easiest way of fixing this issue is to place Invisible Platform and lower it underground (Lower Hold Down CTRL and press "Page Down").
8. The grass tiles next to the Dirt Cliff does not look the best but I don't think there is much you can do about it, exept using dirt or short grass when getting closer to the clif edges.
Pros:
1. Item drops seem to be nice.
2. You mixed two tileset which I always encourage people to do (well not always but mostly), additionally you mixed the two I mix up the most.
3. The magical runes around the map look refressing, however they seem to be a bit random, mostly runes are placed by some kind of pattern.
4. You used various lilypads (minor thing but it's still nice to see).
5. Tile usage is mostly good, however I pointed out few areas already.
6. Creeps fit nicely together (except you mixed Mur'guls and Murlocs once, I'd have changed the murloc to a murgul though).
7. As pointed out the terrain is balanced and creep camps and neutral buildings along with it. (However I am not sure if Lordaeron Summer mercenary camp is the best one to go with it but it's up to you).
And for every one, sorry for the awfully long post.
Check the inserted image to see the pathing error.
1. Floating doodads (rocks, sunken ruins rubble (small) all around the middle island (next/on the cliff). You should either raise the doodads or remove/rescale them so that they dong hang off the edge.
2. The shallow water area is very flat, try to get some height variation in there raise and lower the ground, but keep the type shallow water.
3. The tile usage in the shallow water area could use more dirt and rough dirt and less grass, since grass rarely grows underwater.
4. A bit minor detail but it's still sticking in my eye, there is a lamp (totem lantern) behind the trees at the North-East part of the center island, I think it's "a terraining typo" since it looks really out of place there.
5. The doodads are very stacked all across the map, what I mean that there is a lot of them but most of them are in a bunches of e.g. 10 rocks and lots of shrubs and mushrooms and on the way to the next pile there is no doodads. This style should be avoided since having smoothly decorated terrain is mostly a better way since having the piled style often leaves the rest of the terrain really empty looking (like in this case) ( I am still having this issue myself a little, but I'm working on fixing it ).
6. I am not sure about this one since a lot of people do it, but in my eyes the waterfalls starting from the side of the cliff (or above them) looks really strange, I think the best way to fix this would be to remove the waterfalls since there is rarely water falls in the sea anyway.
7. Issue with pathing the South-East and South-West ramps of the middle island have bugged pathing due fail usage of the ramp tool (blame blizzard) and archways. I would strongly recommend fixing this issue ASAP (press P in the editor to see pathing of the map (CTRL+D to hide doodads), is easy way to find issues like this one). Easiest way of fixing this issue is to place Invisible Platform and lower it underground (Lower Hold Down CTRL and press "Page Down").
8. The grass tiles next to the Dirt Cliff does not look the best but I don't think there is much you can do about it, exept using dirt or short grass when getting closer to the clif edges.
Pros:
1. Item drops seem to be nice.
2. You mixed two tileset which I always encourage people to do (well not always but mostly), additionally you mixed the two I mix up the most.
3. The magical runes around the map look refressing, however they seem to be a bit random, mostly runes are placed by some kind of pattern.
4. You used various lilypads (minor thing but it's still nice to see).
5. Tile usage is mostly good, however I pointed out few areas already.
6. Creeps fit nicely together (except you mixed Mur'guls and Murlocs once, I'd have changed the murloc to a murgul though).
7. As pointed out the terrain is balanced and creep camps and neutral buildings along with it. (However I am not sure if Lordaeron Summer mercenary camp is the best one to go with it but it's up to you).
And for every one, sorry for the awfully long post.
Check the inserted image to see the pathing error.