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The Onion Ring

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The Onion Ring
by AGKRegal102



Description:
The Onion Ring is a shape island of Gold'ul's south-eastern part. Find out and get some onions at the center.



Features:
- 8 Gold Mines - 4 Main (15000g), 4 Expansions (12500g)
- 4 Goblin Merchants
- 1 Fountain of Health
- 1 Mercenary Camp
- 1 Marketplace
- 4 Taverns
- 8 Green Creep Camps
- 12 Orange Creep Camps
- 1 Red Creep Camps



Map Overview:

full



Changelog:
v1.0
- Map uploaded
v1.1
- Added missing creeps for merchants.
- More tilesets, trees, and environments.


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

The Onion Ring (Map)

Reviews
Remixer
Review - The Onion Ring (Version May 31st 2023) Synopsis: The Onion Ring is a melee map for four players. The simple ring layout is made more complex by a cross-pathway blocked by creeps, though little room is left for strategic play and maneuvering...
Level 4
Joined
Aug 12, 2016
Messages
24
Small map for fast games, maybe good for training rushes. But Goblin Merchants should be protected by camp. You should also check item drops (look at tutorials) and maybe add more lumber - I played NW (teal) and I was short of lumber. Maybe consider some critters - it is essential for undead starting creeping.
P. S. this map is not good for playing with AI - it had issues with creeping and pathfinding.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,956
Review - The Onion Ring
(Version May 31st 2023)
Synopsis: The Onion Ring is a melee map for four players. The simple ring layout is made more complex by a cross-pathway blocked by creeps, though little room is left for strategic play and maneuvering due to very limited space left for player movements.
Map Aesthetics: Aesthetically the map would benefit from more detail and polishing: while the tile and height variation is good, the overall structure and readability of the map lacks contrast. The only obstacles placed are trees, excluding the few rock spires here and there.
Map Layout: The map layout is quite simple: the ring layout is not very unique or creative, and the cross-pathway, while making the layout a little more complex, is very heavily guarded and blocked by creeps. The Goblin Laboratories are placed very close to one another, even awkwardly so. The central area is a very weird implementation with quite a strange combination of neutral objectives with really strong creeps (that can however be abused quite easily due to lack of access to air. Typically it is not recommended to place multiple objectives in a bunch - it rarely works. The creeps blocking corridors can be used as a unique element, but it needs to be clear: in this iteration, it almost looks as if units can pass by (and they might be able to) but not quite: try to make it more distinct: can the unit army pass by, or not? Gameplay clarity is essential for melee gameplay.
Neutral Objectives: As previously mentioned the Neutral Objectives placement is quite strange and not the best. Still, there's good as well: the creep camps (apart from the central one) form clear and logical camps that work both thematically and functionally. Item drops on the harder camps (expansion sites) could be more rewarding though (excluding the central camp again). The Goblin Merchants are placed quite strangely very close to one another - perhaps there's a better way to place them?
Map Gameplay: The gameplay is simplified by the simple layout. The unclear and disruptive creep placement makes the gameplay a little unsatisfying, forcing players to interact with them, regardless of their intentions.

Recommendations:
Fix the tree lines (this is a common issue in your maps that you should fix across them all).
Fix the item drops (try to check that each camp drops item sets that correspond to their power level - avoid dropping multiple semi-strong items).
Fix the pathable (walkable) areas behind tree lines and other objects unpathable: no one enjoys getting bombarded by Mortar Teams behind trees.
Fix the clarity of creep placement and how they interact with players: you can force players to interact with creeps on their routing but it needs to be clear and logical.

If you want to further improve the map, you can better the visual aesthetics and clarity of it by playing with aesthetical contrast. Also, the map's name is well... kind of a jokish without really providing in-game.
 
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