I think players who will excell on this map could be Gradient, J33 and maybe some other scrub who canīt micro for shit but can play deadcard for 2 hours before finishing you off with mass chippos.
But I think when I created this map, I gave the edge to ne and und air units since they are always crying about being the weakest race in the game, but fail to acknowledge that they have probably won most FML championships.
QuoteI think players who will excell on this map could be Gradient, J33 and maybe some other scrub who canīt micro for shit but can play deadcard for 2 hours before finishing you off with mass chippos.
Don't talk about mog like that :(QuoteBut I think when I created this map, I gave the edge to ne and und air units since they are always crying about being the weakest race in the game, but fail to acknowledge that they have probably won most FML championships.
Well, undead winning 4/23 is far less than human winning 10/23, and even elf winning 6/23. NICE TRY BUDDY
Greenville Woods v1 by Mr.Henci
This one is kinda boring but good looking. Creeps are totally imbalanced. Natural is uncreepable for ud/orc at t1 and too ez for elf. Shops only range creeps, can be creeped by solo BM, lab creeps give +2 tome, wtf. Creeps must be reworked.
Greenville Woods v1 by Mr.Henci
This one is kinda boring but good looking. Creeps are totally imbalanced. Natural is uncreepable for ud/orc at t1 and too ez for elf. Shops only range creeps, can be creeped by solo BM, lab creeps give +2 tome, wtf. Creeps must be reworked.
Thanks for the feedback, I really appreciate it. I will look on the creeps, but I must ask you. Do you think it is possible to change the boringness or this layout simply doesn't have future. Just asking :icon_smile:
for greenville -
the top left and top right spawns have really big ledges behind their base that the bottom ones dont have; build-able ledges are pretty abuseable in ffa and there might be problems with ledges being so close to base like that.
i think i'd prefer to add 1 more tiny green camp near the bases
for greenville -
the top left and top right spawns have really big ledges behind their base that the bottom ones dont have; build-able ledges are pretty abuseable in ffa and there might be problems with ledges being so close to base like that.
Well, it never really come to my mind, but when you say it like that, it is clear mistake by me. I hope this will fix it. :icon_smile:i think i'd prefer to add 1 more tiny green camp near the bases
As you wish my friend. :icon_wink:
Here is my http://www.epicwar.com/maps/267619/ (http://www.epicwar.com/maps/267619/) updated version of Greenville Woods v1.1, I am really thankful for feedback which you guys gave me and as before, any feedback on the new creeps is appreciated.
3. To add on to #2, the area around the spawns is very beautifully done but for some reason the middle of the map is flat and didn't receive the same treatment. Its noticeable.
1. Sending a peon to the Taven will cause him to aggro some Creeps along the way. This is spawn dependent, some spawns will aggro different creeps.
2. Ramps need a lot of work. They are basically straight default ramps with no smoothing done to them. This makes vision weird when approaching a ramp and going up it. Take a look at Blizzard ramps - they use the raise/lower tool to make them very smooth transitions.
3. To add on to #2, the area around the spawns is very beautifully done but for some reason the middle of the map is flat and didn't receive the same treatment. Its noticeable.
Is not there a ruined city(or fortress) in the center? City should be as flat, or live in it is not convenient. I donīt understand why the fortress is in the valley, but it explains why it was destroyed. :icon_biggrin:
You can micro the worker, sure, its just extra micro that you'd have to do solely for that map. It takes you out of your early game rhythm. Unless the worker actually dies along the way, its not a big deal. I tried from the top left spawn and it didn't die. Its more of an annoyance than it is an issue.
Easiest solution is to change the location of the Tavern or offending creep camps.
The weird vision problem I was referring too was in the center of the map where its two ramps in a row. You're right about the blizzard maps, I forgot they do that a lot. But even in maps that they use ramps, like deathrose, they blend the ramps into the map to keep it from being flat.
I guess the village thing makes sense, I didn't notice that when playing!
You can micro the worker, sure, its just extra micro that you'd have to do solely for that map. It takes you out of your early game rhythm. Unless the worker actually dies along the way, its not a big deal. I tried from the top left spawn and it didn't die. Its more of an annoyance than it is an issue.
Easiest solution is to change the location of the Tavern or offending creep camps.
The weird vision problem I was referring too was in the center of the map where its two ramps in a row. You're right about the blizzard maps, I forgot they do that a lot. But even in maps that they use ramps, like deathrose, they blend the ramps into the map to keep it from being flat.
I guess the village thing makes sense, I didn't notice that when playing!
Allright sir, here is my quick update Greenville Woods v1.2 http://www.epicwar.com/maps/267647/
I hope it fullfiled your demands, have fun! :icon_wink:
on greenville
when u creep the new green camp on the top right spawn only the creeps from the goblin lab will attack
-Creeps around start location. The camps are all fairly easy, but you could open different ways because of the variety of creeps. Have to study the item drops per camp more closely, but from what I could tell they were good. Question though, does the orange camp with the 3 dragons always drop 2 agil tomes? I like it, I was just curious.
-Lumber is lacking around main base. This just forces you to relocate shredder to other expos quickly, which isn't all that terrible...but gives elves a slight advantage.
- wood is scarce around the main base which i've never been very fond of.
-Also expos at 3,6,9 and 12 seem a little too wide open. May be some additional doodads will make it a little better.Added few trees, but adding more doodads will make that expansion craped and in my opinion easy to mass tower. BUT, if more people are in favor of this change, I have no problem to implement it. :icon_wink:
Thank you for the reply QQs.
Regarding the points to improve. Some have said that there is not enough wood in the main base, but it should have as much as Market Square. You also have more wood in your natural expansion and a litte bit more in the 8 gold mines around the center. Now, considering that the map may be used for FML games, there there will be plenty of wood since only 4 players will play on it, rather than 8 way as it happens in the playffat bot; furthermore, the amount of wood each player gets in their starting spawn is more than enough for you to have a balanced ratio of gold and lumber.
Purity is amazing little 4 way map. Just perfect looking and shaped. The only 2 things I dislike about that map is:
1. It has those corner cliffs u can place towers
2. Its like 154th "little 4 way" map in the contest
We lack of uniqe maps no matter 4 or 8 ways, like deathrose for example, its 4 way but big and has its own specifics. I would love to see more difference between contest maps although I didnt play all the maps yet.
The second problem, size, would it be better if I widen main pathways?
Poison Well Updated to 1.1:
DL: http://www.hiveworkshop.com/threads/poison-well.291196/
v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates
Also would really like some feedback on the map for those who have played it!!
-----
Oh! Also, Cozy Sands is in the pool replacing Equalrium
Poison Well Updated to 1.1:
DL: http://www.hiveworkshop.com/threads/poison-well.291196/
v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates
Also would really like some feedback on the map for those who have played it!!
-----
Oh! Also, Cozy Sands is in the pool replacing Equalrium
a Very creative map! Like how you chose green water and I especially like the layout!
Few things I would like to point out are
1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.
2. I like how you experimented with various type of creeps, but I think they need more consistency.
3. What about you consider some stronger creeps? The current highest level creep is only 6!
Thanks for the response!! I think you're the first one to really give me some constructive advice on it so this is good. :)
1. I'll look into that and fix it for the next version!
2. Well, the idea was that the closer you get to the poison well, the more corrupted the creeps became. I'm not sure how well that came off in the implementation though! The main base red creeps are bad though and totally dont fit... I'll fix that!
3. I wanted to keep the items from being too crazy so I kept the creeps on the lower level side. However, I think the middle red's are a bit too easy as is so I might bump them up a bit! (Also, Ogre Lord on the main is a 7)
Thanks!! <3
QuoteThanks for the response!! I think you're the first one to really give me some constructive advice on it so this is good. :)
1. I'll look into that and fix it for the next version!
2. Well, the idea was that the closer you get to the poison well, the more corrupted the creeps became. I'm not sure how well that came off in the implementation though! The main base red creeps are bad though and totally dont fit... I'll fix that!
3. I wanted to keep the items from being too crazy so I kept the creeps on the lower level side. However, I think the middle red's are a bit too easy as is so I might bump them up a bit! (Also, Ogre Lord on the main is a 7)
Thanks!! <3
The reason I excluded Ogre Lord is because FFA usually starts as full (Correct me if I'm wrong!)
In the center red zone there are 5 creeps so if you're worried about difficulty going insane maybe you can reduce the creep number to 3 or 4 and increase the level of the boss creep instead.
Another thing I found out is the neutral building at the center area appears as mana fountain by fifty percent, I am worried if it might favor certain races (if it was intended then it's fine :icon_biggrin:
Hope it helps!
Hey, can someone tell me how to upload an image to the loading screen? I cant click on "use imported files" under map options.
ty
Hey, can someone tell me how to upload an image to the loading screen? I cant click on "use imported files" under map options.
ty
I can do it with a tool but it's Korean.
If you want it, I can do that for you.
Poison Well Updated to 1.1:
DL: http://www.hiveworkshop.com/threads/poison-well.291196/
v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates
Also would really like some feedback on the map for those who have played it!!
-----
Oh! Also, Cozy Sands is in the pool replacing Equalrium
a Very creative map! Like how you chose green water and I especially like the layout!
Few things I would like to point out are
1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.
2. I like how you experimented with various type of creeps, but I think they need more consistency.
3. What about you consider some stronger creeps? The current highest level creep is only 6!
No existing maps! We want only brand new maps for this
I understand removing the two maps that were based almost entirely from Blizzard, but the other two, Normandy and Fjord seem to be his own creation; and it would be unfair to put all the eggs in the same basket. I think you should leave the latter maps in the contest, mainly because like you said, we can not prove that those two maps were also a copy; in other words, innocent until proven guilty.
If you look at Normandy - the top right corner there are some Ice Crown Glacier doodads still on the map even though it is now a summer map! Willing to bet he forgot to remove/change them after doing the tileset swap.
If you look at Normandy - the top right corner there are some Ice Crown Glacier doodads still on the map even though it is now a summer map!