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Thundering Waves

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.

Thundering Waves


Description:
Due to the coastal storm, one of these ships has been destroyed by a typhoon, all survivors have died but one has been lucky enough to survive.


Features:
- 4 Gold Mines - 2 Main (13000g), 2 Expansions (12500g)
- 2 Goblin Merchants
- 2 Goblin Shipyards
- 2 Taverns

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


Map Overview:
full


Changelog:
v1.0
- Map uploaded
v1.1
- New terrain, everything changes because I don't know.





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






Contents

Thundering Waves (Map)

Reviews
mafe
Nice to see you make maps again. This map is clearly a step up from your previous maps. It satisfies many of the basic necessities required for 1v1 melee maps, like being mostly symmetric, having a shop, a tavern and the minimum of one expansion per...
Remixer
Review - Thundering Waves (Version July 11th 2023) Synopsis: Thundering Waves is a two-player melee map with some unusual choices for macro-layout and game-flow execution. At the moment it fails to meet standard melee criteria due to gaps between...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
866
Nice to see you make maps again.

This map is clearly a step up from your previous maps.
It satisfies many of the basic necessities required for 1v1 melee maps, like being mostly symmetric, having a shop, a tavern and the minimum of one expansion per player. The creepcamps and itemdrops are also mostly good (for exceptions see below).

Nevertheless there are still some issues:
1. The main base spawn locations are slightly too far from the gold mines. Humans and orcs need 6 workers to continuously mine gold instead of the normal 5.
2. Gaps between trees: There should be no gaps at all between trees. Check with "p" and "ctrl + d" and compare your maps to standard ladder maps. On standard maps, the forest locations are nearly 100% purple, whereas on your maps, there are countless gaps. Trees should be placed exclusively with the size 1 or 2 circular tools, and only by individual clicks such that new trees align perfectly with existing trees. Do not plant trees by "holding and dragging the left mouse button".
3. Main base layout in general: Making any of the standard wall-ins is not possible since the main bases are too open and can be attacked from two different directions.
4. Overall, there are much fewer creeps than on normal 1v1 maps.
5. Players might run into the creeps at the shops by accident.
6. It would be more appropriate to swap the item rewards at the shops with those at the expansions.
7. Many parts of the map are too narrow to move medium sized armies around, let alone for a fight to occur there. For example, the ramps leading up to the main base locations should be at least twice as wide as they are now.
8. Visually the map is quite basic, but nevertheless it manages to not look boring.
9. I would usually advise against having expansions (and main bases) on high ground. Often you can use just raise the terrain instead of using cliffs for the same visual effect, without any downsides to gameplay.

Overall, issue 1 must be fixed, and you should also try to improve some of the issues. Until then, map set to Awaiting Update.
 

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,085
Review - Thundering Waves
(Version July 11th 2023)
Synopsis: Thundering Waves is a two-player melee map with some unusual choices for macro-layout and game-flow execution. At the moment it fails to meet standard melee criteria due to gaps between trees - other than that the map looks quite decent.
Map Aesthetics: The map looks acceptable, though it could have more detail and contrast between pathable areas and those considered walls and obstacles. The visual clarity could be improved by enhancement of this contrast. Similarly, the scarce tree placement makes the forests hard to read visually, though the actual gameplay impact of having gaps between trees are the major issue. Generally it's a good idea to enhance the line between areas where units can walk (which should look rather 'dull' or 'empty' for the eye, as it helps players to see units). In contrast, areas, where most units cannot access, can have a higher level of eye-candy and differ from the walkable areas by comparison, increasing the map readability.
Map Layout: The choice of placing the Tavern into the starting base and also placing creeps to guard the Shipyard (the only means to explore the map) is quite unusual albeit it can work - though it makes the gameflow more predictable and linear (the player cannot choose between fighting creeps early, or scouting, or conducting quick strikes against the enemy. The horizontal edges of the map would benefit from extra objectives, as currently, the placement of creeps/objectives makes the unit movement very linear (it makes very little sense to sail past the horizontal edges as there's nothing to gain from those routes).
Neutral Objectives: The creeps seem to fit the map thematically and their strengths correlate appropriately to the reward. The number of creep camps could be higher (note the previous feedback on the horizontal edges) to give more room to play with (strategically). I'd recommend changing the guarding type of the first line of units on the expansion gold mines to "Camp" so they're less likely to aggro on Ships.
Map Gameplay: Quite acceptable melee map, but the tree-line issues make it substandard when it comes to melee gameplay quality.

Notes: Set to Useful / Simple. Also, you can just remove the old version picture from the description.
 
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