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Time:   12:52:55 CET   03:52:55 PST   06:52:55 EST   19:52:55 Seoul   18:52:55 Beijing

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New meelemap: Silver River

Hey guys, Ive been working for a while on a 1on1 map and hope you all will like it. Its still beta but it would be really awesome, if you could throw an eye on it.

Heres the link with the description:

http://www.hiveworkshop.com/forums/maps-564/silver-river-145859/

 

Looks fairly ok, the design is nice and the positions has potentialfor both nice fights with both open and tight spots and some sneaky suprise moves. I got some questions and demands though:

Question, what are the drops for the creeps?
If it's similar drops as on turtle rock or Echo isle or Melting valley with easy creeps garding possible claw drops the map is wrecked already
Demand, I suggest You to create more bash/purge/stun -ing creeps on the orange spots to prevent BM-power creeping, which is the very reason of why orcs are dominating so hugely today. Remove as many claw drops as possible.

 

LegendaryLover wrote:
Looks fairly ok, the design is nice and the positions has potentialfor both nice fights with both open and tight spots and some sneaky suprise moves. I got some questions and demands though:

Question, what are the drops for the creeps?
If it's similar drops as on turtle rock or Echo isle or Melting valley with easy creeps garding possible claw drops the map is wrecked already
Demand, I suggest You to create more bash/purge/stun -ing creeps on the orange spots to prevent BM-power creeping, which is the very reason of why orcs are dominating so hugely today. Remove as many claw drops as possible.


Well, I tried to make the creeps as fair as I could. But I will use your suggestions and improve the map. It would be very good if you could download and open the map in the WEditor. Maybe then you could tell me which creeps should have other drops.
Im very happy about your positive review and hope for further feedback.

 

If you wanna make it hard for orcs to creep, put some frost armor creeps in. They aren't too tough, but take forever to creep at T1 with a Lvl1 BM and 1/2 Grunts.

 

Zechs wrote:
If you wanna make it hard for orcs to creep, put some frost armor creeps in. They aren't too tough, but take forever to creep at T1 with a Lvl1 BM and 1/2 Grunts.


I hope ive done it hard enough for orcs ;)
Also the distance to the base is big enough to protect you from BM Hit/Run/Heal/Hit tactic.
There are no fountains - as they bring big advantages for an orc-player.
Most orange creeps are strong enough so - I think there could be some funny battles ... and I hope that the map is fair for all races.
=)

 

Yeah, i just gave it a try vs computer while waiting for QL to start on esl tv. Those bash creeps at the Lab are erm... "interesting." Pretty scary if you aren't expecting them.

 

Zechs wrote:
Yeah, i just gave it a try vs computer while waiting for QL to start on esl tv. Those bash creeps at the Lab are erm... "interesting." Pretty scary if you aren't expecting them.


yea ^^ but its not a problem with aow 1 archer and dh

 

a lot of tough creeps :>

 

I'll give it a try right now.:)
Before i do,just wanna give you one pointer:never ever put a Lightning shield as a drop on a creep lower than lvl 6.It totaly owns humans in early game,as we all have seen in the previous versions of Trutle Rock,for example.That was a joke :)

 

Just fixed the position of a green camp, so that the creepcamps are shown correctly.

 

I've tried out the map with NE,just for a few mins.Seems ok,drops are fine,a lot of stun/purge/slow involved to disable sneaky bm creeping(to an extent).What I don't like is the proximity of the red creep camp to the merc camp.Both of them are easily crept with a single archer,dh and an aow.While it is fine for the merc camp,the red creep camp should rly be out of reach so early on.Plus,if the NE opts for a neutral hero,panda or dr for example,it wouldn't take him longer than a minute to finish off both camps alltogether.This could be fixed by swaping those murloc priests with mucloc hunters(?),the ones with ensnare.It doesn't change much in case of a neutral hero though.(3 archers/panda/troll priest/troll berserker).Also,the red creep camp murlocs attacked me while I was creeping the merc camp.You might wanna reduce their target aquisition range.But it's probably better if you move the high lvl murlocs furhter away from the starting positions,somewhere near the bottom/top goldmines.Just my thoughts.I could be wrong.


 

acquistion*

 

gwt_ds_carw wrote:
acquistion*


Dear God....acquisition

 

gwt_ds_carw wrote:
gwt_ds_carw wrote:
acquistion*


Dear God....acquisition


Relax ;)

Thanks for testing and reviewing, I will fix it out.
Anything else to mention?

 

R-Gaming_Strike wrote:
gwt_ds_carw wrote:
gwt_ds_carw wrote:
acquistion*


Dear God....acquisition


Relax ;)

Thanks for testing and reviewing, I will fix it out.
Anything else to mention?


Dunno yet.I could give it another go tmrw and see what I can find

 

The map is updated:

- the red camp got creeps with ensnare
- some paths are now wider
- some bugs fixed

You can download the current version on the hive workshop (link in the first post)
but heres the link again:

http://www.hiveworkshop.com/forums/maps-564/silver-river-145859/


 

Only shop and two zigs needed to block the mine for undead. nice

 

This map is quite amazing. Should be added to all tournaments and leagues as fast as possible imo. You really thought about it all R_Gaming. 10/10 !

 

Fabozi wrote:
Only shop and two zigs needed to block the mine for undead. nice


Yea, I already thought about that. I will see what I can do to make the path a bit wider, so that you will need more than just 3 buildings. But It only could happen if you play vs a computer - a real player would use siege units and scout your mine, so that its not possilbe to "tower" up your mine completely...or your opponent is a noob.

I often played it (im a UD player) and had a lot of troubles caused by my opponents...
But youre right, I will wait for more feedback and than update the map - if necessary I will fix that :)

But Thanks for feedback , Im rly happy about suggestions and tipps

 

CaRoLiNa wrote:
shop


Im sorry, but I cant understand your message. Is it possible,that you explain what you mean =)

 

R-Gaming_Strike wrote:
Fabozi wrote:
Only shop and two zigs needed to block the mine for undead. nice


Yea, I already thought about that. I will see what I can do to make the path a bit wider, so that you will need more than just 3 buildings. But It only could happen if you play vs a computer - a real player would use siege units and scout your mine, so that its not possilbe to "tower" up your mine completely...or your opponent is a noob.

I often played it (im a UD player) and had a lot of troubles caused by my opponents...
But youre right, I will wait for more feedback and than update the map - if necessary I will fix that :)

But Thanks for feedback , Im rly happy about suggestions and tipps


and I dont understand YOUR message. I guess it`s a good thing when Undead can block their own mines with 3 buildings (against BM,Warden,Pala) isnt it ?
And why are you talking about siege units and mine scouting Oo

 

kuco87 wrote:
R-Gaming_Strike wrote:
Fabozi wrote:
Only shop and two zigs needed to block the mine for undead. nice


Yea, I already thought about that. I will see what I can do to make the path a bit wider, so that you will need more than just 3 buildings. But It only could happen if you play vs a computer - a real player would use siege units and scout your mine, so that its not possilbe to "tower" up your mine completely...or your opponent is a noob.

I often played it (im a UD player) and had a lot of troubles caused by my opponents...
But youre right, I will wait for more feedback and than update the map - if necessary I will fix that :)

But Thanks for feedback , Im rly happy about suggestions and tipps


and I dont understand YOUR message. I guess it`s a good thing when Undead can block their own mines with 3 buildings (against BM,Warden,Pala) isnt it ?
And why are you talking about siege units and mine scouting Oo


Yeah,i didn't quite get the part on siege units and mine scouting either.But the map is cool though :)

 

UD being able to block off mine with 2 zigs + shop is a good thing

 

SynxIsBack wrote:
UD being able to block off mine with 2 zigs + shop is a good thing


Just missunderstood you all.
Forgett it.
Yea you all are right , just missunderstoon ya.
;)

Ok, any suggestions left? Or some bugs to report?

lol, now im laughing about my comment xD
That happens if youre bad in English ))


 

R-Gaming_Strike wrote:
SynxIsBack wrote:
UD being able to block off mine with 2 zigs + shop is a good thing


Just missunderstood you all.
Forgett it.
Yea you all are right , just missunderstoon ya.
;)

Ok, any suggestions left? Or some bugs to report?

lol, now im laughing about my comment xD
That happens if youre bad in English ))



Hard to tell without having played a considerable amount of games on it.Seems ok right now

 

e-mail Blizzard and talk about your map! :D

 

StenGahoe wrote:
e-mail Blizzard and talk about your map! :D


It would be rly awesome if my map will be played sometimes on Bnet.

But back to reality - my map is still beta xD

 

=)

 

nice

 

- NEWS -

My map is not more beta anymore, I think it reached the level I expected and now it could be used for tournaments. The terrain is now finished and creeps so far too. Of course it requires some games played by pros and some replays, to find every bug / to eliminate the imbalance and I really hope that one day a staff player will try out this map...its my biggest dream (in mapping,not reallive;) )
As far, I thank you all guys for your reviews. GG HF

 

R-Gaming_Strike wrote:
- NEWS -

My map is not more beta anymore, I think it reached the level I expected and now it could be used for tournaments. The terrain is now finished and creeps so far too. Of course it requires some games played by pros and some replays, to find every bug / to eliminate the imbalance and I really hope that one day a staff player will try out this map...its my biggest dream (in mapping,not reallive;) )
As far, I thank you all guys for your reviews. GG HF


NICE!

 

R-Gaming_Strike wrote:
- NEWS -

My map is not more beta anymore, I think it reached the level I expected and now it could be used for tournaments. The terrain is now finished and creeps so far too. Of course it requires some games played by pros and some replays, to find every bug / to eliminate the imbalance and I really hope that one day a staff player will try out this map...its my biggest dream (in mapping,not reallive;) )
As far, I thank you all guys for your reviews. GG HF


Maybe your dream will come true :) You might wanna give it a try on WCReplays.Staff as well as regular members might be interested in it and possibly give some constructive advice

 

The map is now on WCReplays - heres the link:

http://www.wcreplays.com/forums/showthread.php?p=2315597#post2315597

 


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