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The Redemption

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In this world, there are some things that cannot be carved from stone. In our hearts, there is a place that cannot be locked, and that place is called hope.
Contents

The Redemption (Map)

Reviews
Remixer
Review - The Redemption (Version May 8th 2023) Synopsis: The Redemption is two-player melee map featuring the Dungeon tileset. Unusual low-ground bases surrounded by high walkable cliffs combined with narrow corridors and passages on the map give it...

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,112
Review - The Redemption
(Version May 8th 2023)
Synopsis: The Redemption is two-player melee map featuring the Dungeon tileset. Unusual low-ground bases surrounded by high walkable cliffs combined with narrow corridors and passages on the map give it very claustrophobic feeling and sense of vulnerability. From gameplay perspective this theme goes too far though, as too narrow gaps and to exposed low-ground bases have hindering effect on the playability.
Map Aesthetics: The map aesthetics are quite nice, though there are specific areas needing improvement: the uncontrolled height variation (bumps and dips) have bad effect of readability. Please smoothen the ground to make it look appealing and natural. Also, visual aspects cannot be prioritized over playability, and while narrow passages and small gates fit the thematic of the map, they perform poorly for melee gameplay. The large spiked torture caskets leaning against the cliffs looks marvelous - great job, but they should be unwalkable with the piles of corpses (place some pathing blocked underneath them to improve gameplay clarity). Still the map suffers from not very natural looking environment workand it could be improved (less artificial looking terrain).
Map Layout: As I previously mentioned, narrow corridors do hinder the gameplay. Combined with the cliffs and ramps up and down, the terrain and layout becomes quite hard to read and follow. I' recommend simplifying the layout and making the narrow corridors an optional gameplay element, rather than the carrying element of the map - or if you wish to keep it as a main element, everything else on the map must support that approach. The map is slightly off-centered and some parts are unfairly mirrored (blue base is less surrounded by walkable high-ground, for some reason). This should be fixed.
Neutral Objectives: Neutral objectives are acceptable, though their placement is quite unusual and awkward. The low-level green camps are not easy to reach (one on high-ground on the edge cliff, whilst the other one is near the center). Some camps can also be awkwardly cheesed from the cliff-top. Item drops are mostly corresponding to the camp power-level, though there seems to be quite many level 3 drops. Some variation could be nice. Overall there could be more creeps of low-input requirement (less investment to reach them). Also, the gates should not be full health but easily destructible (rather than a custom 2500 hit point gate).
Map Gameplay: The map is playable, but it does not quite meet the standard melee requirements as of now. Fix the few gaps between trees, and improve the layout flow and the gates at least. Also improve the mirroring to make it more equal between the players.
 
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