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Waves of Sandwar

Submitted by Svetli
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
My 1v1 melee map entry for the
Hive Workshop Cup Melee Mapping Contest

Map Size: Tiny 79 x 79 (96 x 96)

Description: The fortress of Sandwar. Once was a great refuge to mankind, now old and forgotten sunking deep within the ocean. Monsters of all kind are claiming it for their own and fight with anyone who dares to steal it from them..

[​IMG]
Creep Camps: 6-10-5

[​IMG] Neutral Buildings: 9 - 2 Goblin Merchants, 2 Taverns, 2 Fountains of Health, 2 Mercenary Camps and 1 Goblin Zeppelin

[​IMG] Gold Mines: 4

Hope you enjoy the map!
Previews
Contents

Waves of Sandwar (Map)

Reviews
Kerael
Do I understand correctly that you can't go for tavern hero first? Unless it is a deliberate choice, I would suggest moving the Tavern to the middle, 2 Goblin Labo's -> to inner squares, and 2 Orc Fountains -> to outer squares. There is still an...
mafe
Well, this map might be fun to play in "single player" against the AI, but it will not really work against other human players: -Main bases on uphill cannot really be attacked by ground forces. Many very small chokepoints further annoy ground armies,...
mafe
No update or response in more than 3 months. Therefore set to substandard.
  1. Kerael

    Kerael

    Joined:
    Aug 6, 2014
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    Do I understand correctly that you can't go for tavern hero first?

    Unless it is a deliberate choice, I would suggest moving the Tavern to the middle, 2 Goblin Labo's -> to inner squares, and 2 Orc Fountains -> to outer squares.

    There is still an issue that you can buy out both shops with a zeppelin. The middle-grounds chokes are still too real, chip away at the corners, so that armies could move.

    Also, when you hire mercenaries (they all can swim), the ones from bottom-right can't move onto the middle ground by themselves, but top-left ones can! This is because the expansions are off-center! Either way the chokes are too tight for the bigger units like Turtle.

    Might want to revisit some of the creep levels as well.

    Good luck! There's not a lot of time left.
     
  2. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
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    Well, this map might be fun to play in "single player" against the AI, but it will not really work against other human players:
    -Main bases on uphill cannot really be attacked by ground forces. Many very small chokepoints further annoy ground armies, especially melee heavy armies.
    -Expanding early on not a realistic option.
    -Dead ends which only one player can reach.
    -No tavern available without zeppelin
    -Some creepcamps dont drop an item. Others have a chance of less than 100% to drop an item. Those items that drop seem fair however.

    Also, if you put flowers and plants near gold mines, they will be there even if an undea builds there. Then you have flowers on blight which looks silly.
    Except that, the map looks good and has a lot of nice attention to details.

    So please think about if you want to make the map more like the standard ladder maps or explain why you dont. For example, a good way to improve playability might be to connect the shop/fountain areas directly to the center by adding (sufficiently broad) ramps. For now, map set to Awaiting update.
     
  3. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
    Messages:
    621
    Resources:
    11
    Maps:
    10
    Tutorials:
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    Resources:
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    No update or response in more than 3 months. Therefore set to substandard.