• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

The Lost Island

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
  • Like
Reactions: Ićpomp

The Lost Island


Description:
Some missing survivors have reached the western shore of an unknown island. They can't give up as they're getting worse.


Features:
- 4 Gold Mines - 2 Main (13500g), 2 Expansions (11000g)
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 1 Tavern

- 6 Green Creep Camps
- 6 Orange Creep Camps
- 2 Red Creep Camps


Map Overview:
full


Changelog:
v1.0
- Map uploaded
v1.1
- Everything improved.


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



Contents

The Lost Island (Map)

Reviews
Remixer
Review - The Lost Island (Version December 24th 2023) Synopsis: The Lost Island is an asymmetrical melee map for two players. The map faces some balance issues due to improper mirroring, but if perfect balancing is not a high priority the map can...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
Review - The Lost Island
(Version December 24th 2023)
Synopsis: The Lost Island is an asymmetrical melee map for two players. The map faces some balance issues due to improper mirroring, but if perfect balancing is not a high priority the map can offer pretty pleasant gameplay for two players practicing the game.
Map Aesthetics: The map uses the Sunken Ruins tileset and a pretty satisfactory tile variation has been used. The environmental aesthetics could benefit from more decorative doodads. In areas, the map seems quite empty with open areas with little detail, especially once the trees are cut down. The trees' placement is not satisfying, with large and small gaps between the trees and behind the tree lines: This causes balance issues and needs to be fixed.
Map Layout: The asymmetry feels nice, but similarly to your other map (Jungle Parasite) the asymmetry is not done well enough with quite drastic differences between the players' distance from various objectives. The map is quite open, which reduces the impact of asymmetry, but issues are caused by the different placement of expansion gold mines as well as the non-central placement of the Tavern. Despite the map being asymmetrical, all the neutral objectives are mirrored for each player (although imperfectly) taking a little emphasis away from the asymmetry, which could/should be the sweetness of the map.
Neutral Objectives: The neutral objectives (Buildings and Creep Camps) are not equally spaced among the players. Minor differences can exist if they are balanced out elsewhere, but for example, the Goblin Laboratories are not fairly placed (the bottom player has one a lot closer than the other player), similar to the Tavern being a lot closer to the other player. The creep camps fit the map thematically very well and create camps of reasonable strength, though the combination of creeps per cap is not always very balanced (Merchant Camp consisting of quite strong melee creeps only). The item drops are quite well-balanced based on the camp strength (minor adjustments could be made, but they are acceptable as they are).
Map Gameplay: The gameplay is greatly weakened by the improper placement of tree lines as well as imperfect mirroring of the objects. Even in asymmetric maps, the balance between players must be satisfactory: players should start from an equal distance from objectives, and if not, the layout itself should be adjusted to bring the players' initial power back to balance.

Recommendations:
Fix the tree lines (this is a common issue in your maps that you should fix across them all).
Adjust the distances between objectives and players (you can use temporary regions to get a better sense of space).
The environmental aesthetics of the map could be improved as well as the clarity of reachable areas (avoid gaps between objects) and try to make it clear where units can enter (walk) and where they cannot avoid placing single objects that interrupt movement.
 
Top