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Vile Reef

Submitted by JaleVeliki
This bundle is marked as approved. It works and satisfies the submission rules.
(4) VILE REEF

made for Melee Mapping Contest #4

by JaleVeliki

DESCRIPTION AND IMAGES COMING ANY SECOND :)

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Previews
Contents

Vile Reef (Map)

Reviews
Cigaro
The lvl 15 gold mine creep camps drop a lvl 3 perm + lvl 2 p-up, I'd rather use a lvl 1 p-up here since that combination is not standard. Similarly, the lvl 19 creep camps guarding the play gold mines drop a lvl 4 charged + lvl 1 p-up, where you could...
mafe
Approved based on the results of the recent 2v2 Melee mapping contest: Melee Mapping contest #4: 2v2 - Results Any substantial changes made since then? A changelog would be nice.
  1. JaleVeliki

    JaleVeliki

    Joined:
    Sep 4, 2018
    Messages:
    132
    Resources:
    4
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    4
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    4
    reserved
     
  2. Shadowwolf918

    Shadowwolf918

    Joined:
    May 20, 2018
    Messages:
    1
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    0
    Resources:
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    Jale is there a script so it allows change name in the map?
     
  3. Cigaro

    Cigaro

    Joined:
    May 12, 2012
    Messages:
    47
    Resources:
    13
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    The lvl 15 gold mine creep camps drop a lvl 3 perm + lvl 2 p-up, I'd rather use a lvl 1 p-up here since that combination is not standard. Similarly, the lvl 19 creep camps guarding the play gold mines drop a lvl 4 charged + lvl 1 p-up, where you could use a lvl 2 p-up instead.

    The gold mines at the border of the map might be too easy to expand to. I see that you've reduced the gold to 10k but with the camp only being lvl 15 and the distance to the starting position very short ... dunno. Additionally, the creeps are pretty far out and attack units that are walking by:

    aggro.jpg

    I would push the mines back into the wood and enlarge it if necessary.

    Another creep camp that's aggressive are the murlocs/crab behind the goblin merchants:

    crab.jpg

    Help, a crab is following me! (one auto attack and the evil ensnarer gets you)

    ===

    The base entries are pretty narrow I think, especially teal's position on the top right. That makes it too easy to defend your line of workers.

    Orc can build burrows behind the red, blue and purple gold mine:

    burrow.jpg

    Edit: Actually scratch that, it seems to be possible on several maps now. I don't know why I remember this as a problem.

    There are areas outside of the playing field where heroes can be safely dropped off to heal:

    keeper.jpg

    I assume you don't want that to happen since you've placed pathing blockers in most of those areas.

    ===

    Personally, I'm not a friend of boats - especially not when their sole purpose are cheesy backdoor attacks on the expansions. I can see why some people would like to have that challenge in their play though. Guess you'll have to wait and see whether the public accepts it, but I foresee that there will be as many lovers as there will be haters. :)

    The graphics are very solid. It's a good mix of doodads and it looks warcraftish. I'm not sure about the Felwood leaves terrain, it's quite a contrast to the palm trees and makes everything seem a bit chaotic. Dark Grass is okay, Lumpy Grass looks pretty cool and it was a good idea to add that.

    The light green shrub doodads in bases look weird when playing UD:

    bushes.jpg
     
    Last edited: Apr 27, 2019
  4. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
    Messages:
    423
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  5. Granite_Golem

    Granite_Golem

    Joined:
    Jul 7, 2019
    Messages:
    3
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Nice looking map which offers good potential for ship usage.
    During my short review of the map, I haven't found any noteworthy flaws.