Critique This If You Have A Second?

Exticede

New Member
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0
This is a rough draft of a map I've been working on. I'm not sure which category the gameplay might go under. The adjective is to obviously eliminate every other player. Currently only Player 1 (red) and Player 2 (Blue) are available. Resources are abtained by owning fortresses, and using any single unit to occupy a small white square in each base.(Very unoriginal trigger mech.) In this map, I wanted to bring back a little bit of sea combat. I've placed Sea Vessel Merchants across the map, but those will be replaced by actual buildings from each race's tech tree. (I was wanting to bring back the old WCII style by doing this) One race has been completely revamped, and others are soon to follow. I wanted to create a race from a group of creeps that no one's thought of before, (to my knowledge) so I decided to start with the race of Gnolls. Redone Undead, Human, and High Elf are soon to follow, possibly with others.I would appreciate any feedback or suggestions anyone might have. This is my first attempt at an actual published WCIII map from scratch.

Enjoy the critique and don't be too harsh. :D

-Exticede
 

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chobibo

Level 1 Crypt Lord
Reaction score
48
User Interface
- add hotkeys to buildings, It sucks when you always need to
click the icon of the bulding you wanna build.
- I think some ability icons aren't aligned properly. (Gnoll Hero)

Gameplay
- You should have a better way of earning an income, instead
of just giving the player gold periodically. How do they
get gold and lumber without mining or lumber harvesting?
I'm not implying you do the melee type resourcing system,
what I'm suggesting is that its better to have tangible
resources. If that's the case then we could cripple a
future powerhouse by harrassing his resourcing operations
early in the game.

Well good luck dude, I'll post more if I have the time.
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
2nd everything that chobibo said
-kobolds at mid-top cant be reached
-id change unit health from 100 to differ based on what each unit should do
-also add upgrades for units other than the melee ones... maybe higher mana regen for the casters? a new ability? be creative :)
-id set it so that there is a gold income building that costs lumber and a lumber income building that costs gold so there is a goal as far as costs
-i like the fortress idea but id change the outlandings on each fortress to grass so that towers can be built on them
-damage is VERY high for hit point cap (my units could 2 shot themselves which makes for VERY short battles... especially with pig summons doing aoe dmg at rank 3)
-add a reason to have high resources... within 5 mins i got to 100 food and then after that resources meant nothing
-maybe increase the cost of your reveal every time its used? 50 --> 200 --> 800 --> 3200 maybe like that? so the cost drastically increases and maybe make it get stronger each rank? like 50g is a small circle and at the rank after 3200 almost the entire map?
-delete the npcs or make them worth killing? maybe the longer u take the stronger they get? start with lvl 1s then every minute increase the level creep there?
-and this type of wc3 was made but not as a map, it was a mod but i cant remember the name, replaced units in all normal wc3 maps with others (races were - demon, high elf, and lightning lizard) however, to play it online u had to have ur own server or through lan and both players had to have and be running the mod at the same time : (
-i like your ideas so far but u got a long way to go : )
-id make stronger units that are more powerfull
-id change hero max level to something higher
 

death_knight

Dark is the heart of a corrupted man.
Reaction score
24
I've pretty much just started out and I've already found a couple of problem:

  • There are a ciuple of tool tip errors when you go into the worker's build menu
  • On that note, the build menu is all over the place.
  • I agreed with chobibo when I say the abilities menu is all over the place as well.
  • When I started building stuff, I didn't feel like I was building Gnoll structures, I felt you were building Orc buildings with Human units, which is exactly what you're doing.
  • You shouldn't start off with any military units. The hero I can forgive you for, but you shouldn't be giving the player to units straight up and you really should make the player train the hero in an alter.
  • Try to find more appropriate Building models. Search here, the WCIII Campaigns website, and the hive workshop. If you can't find something there, I'm sure someone in this community will be willing to make some gnoll build models for you.
  • Change the worker unit. Make the worker model the same as the basic gnoll unit ans you'll still have 5 models to use for you're hero and combat units. If you need more, I'm sure you can either find more or request someone make you one/some.
  • Be creative with you're abilities and Icons. By this I mean import custom icons and create your own abilities and upgrades otherwise people are going to get bored with them quickly because undoubtedly they've used them a lot in mellee games.
  • With the "Revamping", be very sure that those races are on par with the Gnolls. You don't want the Gnools only having half as many buildings and units as those races. This is because it will be unbalanced.

EDIT: I don't mean to be an arse, but I've found a bit more:
  • The generic name for your hero (i.e. Hero Type, like Paladin, Far Seeer, etc.) should be changed for two reasons: 1 - It doesn't seem quite right that a hero is a God; and 2 - "God of Gnolls", to me, doesn't seem grammatically correct.
  • I loaded my hero into the ship, he took up 2 spaces (which shouldn't happen with a hero).
    A hero should only take up one space in any transport.
  • The two military units that aren't your hero should either be made stronger in terms of defense and health, or the hero should be made weaker in terms of attack, because I was able to kill the units very quickly.
  • The hero should not have 11 armour at level 1. It's ridiculously high.
  • The transport boats feel like they're going too slowly. The movement speed should be increased.
  • The ships that you hire should be human ships rather than Night Elf ships. I say this on the basis that, at least in the campaigns, Gnolls are associated with maps where the player plays as Humans in Lordaeron. On to of that, it doesn't feel quite right having Gnolls running around in Night Elf ships.
  • I found that if you were in force one, the terrain on top of the well at the entrance to your little "Fort" is terrain which buildings cannot be built on. I don't know if this is intentional or not, but i think you should make it so you can build your towers there.
  • Change the trees that you've used, especially the ones near where Force 1 starts, because those trees do not go with the terrain.
  • Given that it's not fisnished, I'd like to make the suggestion that you should make the terrain interesting. By this I mean have a mix of different terrain surfaces and integrate them. By "integrate them" I mean don't have Dark Grass next to dirt, but instead have Dirt go to Short Grass which then goes to Dark Grass.
  • There isn't enough large areas of water (like lakes) where there can be good sea combat. If you look at a couple of the Night Elf missions in TFT where you're in the Sunken Ruins, there's good amounts of space and well laid out areas where you can have good sea combat.
  • I'm confused as to why you would have a group of creeps (the Kobalds) which are unreachable. If they were guarding something valuable like a gold mine or a unique item shop, then that would make sense, but it's apparent that they're guarding nothing.
  • The creeps are not well placed. By this I mean that they are facing random angles in relation to each other (which they shouldn't); in positions in relation to each other that don't make sense (like the higher level unit/spell caster of the group appears to be in front); and some of the creep groups seem to be mismatched (like you have have Apprentice Wizards with Bandits and a Mud Golem with a Dark Wizard).
  • Be sure to add all your win/lose triggers as well as make sure they have events so that a player can actually win or lose the game. Maybe you could condense all the win/lose triggers into something like the following:
    Code:
    Win Lose Trigger
        Events
            Unit - A unit Dies
        Conditions
        Actions
            -------- Losing --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Unit-type of (Triggering unit)) Equal to God of Gnolls
                Then - Actions
                    Game - Defeat (Owner of (Triggering unit)) with the message: Your hero has died ...
                    Set PlayerDefeated[(Player number of (Owner of (Triggering unit)))] = True
                Else - Actions
            -------- Player 1 Win --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    PlayerDefeated[2] Equal to True
                    PlayerDefeated[3] Equal to True
                Then - Actions
                    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
                Else - Actions
            -------- Player 2 Win --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    PlayerDefeated[1] Equal to True
                    PlayerDefeated[3] Equal to True
                Then - Actions
                    Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
                Else - Actions
            -------- Player 1 Win --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    PlayerDefeated[1] Equal to True
                    PlayerDefeated[2] Equal to True
                Then - Actions
                    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
                Else - Actions

    Note: "PlayerDefeated" is a Boolean Array variable where the index is simply the player number.

  • I noticed that you used the following text in a defeat message in you're Player 1 Lose trigger: "The leader of your Pack has fallen. Get the fuck out." I can almost guarantee that if you say that to someone on your map, they will not only get out, but they'll stay out. They'll never play your map again, so be careful what you say. I'd also like you to note that the defeat message I used in the trigger above says "Your hero has died and thus you have lost the game. Better luck next time!", which won't offend anyone.
  • The condition that you used for your win/lose triggers were not the right ones to use. Instead of "(Owner of God of Gnolls 0013 <gen>) Equal to Player 3 (Teal)" and "(Life of God of Gnolls 0013 <gen>) Less than or equal to 1.00", you should probably use the conditions above or something similar.
  • Gold and lumber should not be earned through triggers unless it's something along the lines of giving the player an amount of gold proportional to the number of markets (as in buildings called markets) they have, or giving the player an amount of lumber proportional to the number lumber mills. But even then, it still shouldn't be the primary source of resources for the player.
  • The primary source of resources should be just like any other mellee style map, which is, to say, gold mines and trees.

Hopefully that's all the flaws I'll find. I hope you work on what I've said, and hopefully you'll come out with a really good map sometime in the near future.
 
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