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The Sinking Isles

Submitted by Hargoth
This bundle is marked as approved. It works and satisfies the submission rules.
User who uploaded this Presents

The Sunken Isles
Created by MrMyers743

Map Info:

"The rains thicken, the tides rise and the sands slip beneath the ocean. These islands do not have long before they are lost to the world, along with their treasure and powerful artifacts. Claim what you can before these lands drown."

This is my first attempt at a standard melee map, and features the ability to attack from the sea which it seems many melee maps do not have.

Features:


  • Sunken Ruins Tileset
  • 1v1, 2v2 and FFA
  • large number of creep camps


Some more stuff about the map:

The map itself is using the Sunken Ruins tileset, and features multiple creep camps some of which are only accessible through the goblin shipyards. Ships can also be used for surprise attacks from the water, as the entire island is surrounded by the ocean. At the center of the island is the last remaining ruin of the Sinking Isles; a temple to the great hydras to which the natives had worshiped.

Screenshots and Videos:

Terrain Screenshots:


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Author's notes:

Please inform me of any issues that you may find with this map and I will fix them and update accordingly.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates




Keywords:
melee, sunken ruins, paradise, island, isles, troll, hydra, rain, tropical, temple, ancient, ship, water, sea, ocean
Contents

The Sinking Isles (Map)

Reviews
Moderator
09:04, 13th May 2016 Ardenian: Could profit from some more small doodads, especially in the center area, tile variation is good. The only point I see is that the starting locations are too close to the gold mines. You should fix that up. Please also...
  1. 09:04, 13th May 2016
    Ardenian: Could profit from some more small doodads,
    especially in the center area, tile variation is good.

    The only point I see is that the starting locations are too close to the gold mines.
    You should fix that up.

    Please also clarify author status.
     
    Last edited by a moderator: Aug 11, 2016
  2. Hargoth

    Hargoth

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    In case you are wondering, MrMyers743 is my new WC3 name as it has been too long to remember my old account on battlenet
     
  3. neo_sluf

    neo_sluf

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    Hey it should be better if you use atleast a template description.

    Also some screenshots.

    Moderators here dont like a wall of text.
     
  4. Aether

    Aether

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    I suggest to click this, to improve the looks of the description, and this, if you don't know how to put screenshots.
     
  5. Hargoth

    Hargoth

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    Description updated. Thank you :)
     
  6. neo_sluf

    neo_sluf

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    Your terrain is well done.

    I would like to suggest some things.

    - Add more enviromental doodads. For some of the parts are quite empty.
    FOR EXAMPLE: Add some shells to the shore.
    Some grass on the roads as well as rocks then some Vines on the center. Like those in the edges of the cliff adding vines should add more goodness to aesthetics

    Overall every part is balance. Should be acceptable 4/5.

    Also may I ask are those number of trees intented? Because I feel it is a little bit too crowded of trees. Maybe reduced a little bit to add some space on the battlefield.
     
  7. Aether

    Aether

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    Try to hide your screenshot. Its too big.
     
  8. Remixer

    Remixer

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    Change the author name to uploader name, it's confusing at the moment.
     
  9. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
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    The Sinking Isles is a melee map which is consistent throughout, but may lack some of the little things melee players are accustomed to.

    What a player will notice first is the unorthodox starting position style. Both entrances are main entrances as if you start in the middle of a path, the closest creep camp is behind the trees, and your town hall starts a little closer to the mine than usual. None of these are absolute bad things, but they're things that, especially competitive players, aren't used to. Also, adding a creep camp to the taverns takes away the ability to start with a tavern hero, which many players do.

    There aren't a lack of creeps, but there's a lack of nearby creeps accessible from the start - giving Humans (militia creeping taken away) and Night Elves (ancients creeping taken away) a small disadvantage. The creeps chosen we're actually good, as it helps tone down air superiority in a map with long pathways like this. Item drops levels seem fine to me. Most have good variety, and some have a specific set item that don't hurt.

    Everything in this map is distanced perfectly from each other, showing no advantage to a specific player. Though, distancing between everything is further on average, causing campier gameplay. What you can do if you want to speed it up is add 2 or 4 gold mines around the map, maybe on the islands to make ships have more significance, and lower the starting gold mine some.

    The terrain is not bad. Tile usage and height variation is its strong point, while doodad usage is a little on the scarcer side (exluding trees). Overall, it's decent and more doodads placed around the map would improve it.b

    Overall, a working melee map that I give 3.3/5. Map approved :thumbs_up:

    Melee references:
    Competitive Melee Map
    How to create Melee Maps