Tidehunters

This bundle is marked as approved. It works and satisfies the submission rules.


Winner of the 2020 Melee Mapping contest (as "Tortoise Haven")

Tileset: Sunken Ruins with some Lordaeron Summer influence
Players: 1v1
Resources: 2x 13,500 (starting positions), 2x 11,500 (natural expansions), 2x 10,500 (hard expansions)
Creepcamps: 6x Green, 13x Orange, 2x Red
Neutral buildings: 1x Tavern, 1x Goblin Shop, 1x Marketplace, 2x Goblin Laboratory
Approach: (2)Tidehunters aims to be a modern version of Echo Isles with the same axial symmetry and similar early- and midgame objectives. Additionally, this map features a few lategame objectives including two red spots and two additional goldmines in order to avoid stale two base vs. two base lategame situations that are quite common on EI.
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Tidehunters (Map)

Reviews
mafe
Approved based on the results and reviews of the 6th melee mapping contest: Hive Cup 2020: Melee Mapping Contest #6 - Results Additional comments: -The map is definitely an improvement on EI, but I wouldnt probably even have made the connection if it...
Level 27
Joined
May 21, 2013
Messages
1,569
I am not pro, so is not much the knoledge I can offer you,

1) Red creep, late marketplace may favour BM windwalk, in my experience , marketplace should have an orange creep. to reduce that advantage, so other races can use it sooner.
2) I always followed the rule of not put 2 charged to near each, if 1 player gets both, can be, important, I tend to scatter the charged.
upload_2020-9-11_21-40-37.png


3) First time seeing a tome of knoledge in a green, I only hope you are 100% sure about that
4) I always was used to put more gold in hard expansions as a prize for expand there first than the natural, I dunno orcs can late expand to a hard mine while hu always goes for the easy. and in terms of plays I always like to see un-predictive plays over predictive expandings.

Maybe I am wrong in all my points, so these are subjetive sugestions

very solid entry, is amazing, I really like it.
 
Level 16
Joined
Jan 29, 2017
Messages
53
Thank's for the feedback and praises. I'll collect some more feedback and decide if it's reasonable to deliver an update after the contest.

1) Red creep, late marketplace may favour BM windwalk, in my experience , marketplace should have an orange creep. to reduce that advantage, so other races can use it sooner.
I think it isn't as necessary to balance around BM because it is not the 100% to go hero anymore for Orc. All races can use the marketplace at night OR buy an invis potion to use it during daylight. But I'll keep that in mind and consider swapping the orange and red spots in the Northeast.

2) I always followed the rule of not put 2 charged to near each, if 1 player gets both, can be, important, I tend to scatter the charged.
View attachment 363806
I don't think it's that problematic because both spots are contested ones. But if I end up changing the red spot in Northeast, I might as well change some more itemdrops.

3) First time seeing a tome of knoledge in a green, I only hope you are 100% sure about that
EI does the same. Even same location :p

4) I always was used to put more gold in hard expansions as a prize for expand there first than the natural, I dunno orcs can late expand to a hard mine while hu always goes for the easy. and in terms of plays I always like to see un-predictive plays over predictive expandings.
I think going down with lategame goldmine values is generally correct but I'll consider giving it another 1000 to make it 10k.
 
Level 27
Joined
May 21, 2013
Messages
1,569
I think it isn't as necessary to balance around BM because it is not the 100% to go hero anymore for Orc. All races can use the marketplace at night OR buy an invis potion to use it during daylight. But I'll keep that in mind and consider swapping the orange and red spots in the Northeast.

true but the shadow of years BD orc play still are in my mind. old habits die hard

I don't think it's that problematic because both spots are contested ones. But if I end up changing the red spot in Northeast, I might as well change some more itemdrops.
I see, yeah is something I read from another mapper/player, dont get crayzy with charged in the creep route, so I tend to scatter charged. perma-charged-perma-charged

EI does the same. Even same location :p

I should study ladder maps more, I use this page to remember creep levels and skills, , WC3 - 1V1 RANKED - CREEP MAPS BY SHAKENBAKE
for loot, mafe taugth me in over like in 25 maps, so to me is like, I dunno pure instinct, usually loot is my strong point.

I think going down with lategame goldmine values is generally correct but I'll consider giving it another 1000 to make it 10k.
I see

if you look my map, it looks like a tortoise shell because of the pathing, trees looks like legs, head and tail.
joke: I thing you and me are some sort of tortoise team, go turtles go!.

good luck
 
Level 16
Joined
Jan 29, 2017
Messages
53
I decided to implement some of your changes for now:
- red and orange creepcamps in the Northeast swapped
- changed c3 for p3 in Southwest orange camp
- increased third goldmine to 10k

Thanks again for your feedback @WolfFarkas !

for loot, mafe taugth me in over like in 25 maps, so to me is like, I dunno pure instinct, usually loot is my strong point.
Powerup2 was problematic when it contained tome of experience. Since TOE is removed, PU2 is completely fine.
 

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
869
Approved based on the results and reviews of the 6th melee mapping contest: Hive Cup 2020: Melee Mapping Contest #6 - Results

Additional comments:
-The map is definitely an improvement on EI, but I wouldnt probably even have made the connection if it wasnt for the screenshot. Having labs instead of mercs should change a lot.
-Dont know if intentional or not, but the shallow water islands behind the main bases can be used for gargs to heal up.
-Good mix of standard and unusual creeps.
-Very interesting early game creeping options.

Also of course, once again congratulations on the winning the contest!
 
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