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Devalayam

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I ask the green mountains when they will grow old,
The green mountains ask me when I will have leisure.
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Devalayam means "divine abode." I wanted to create the feeling of a heavenly paradise. Hope you like it. - BoX

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1v1 enforces cross spawn.



You can shop from the low ground, getting vision of the camp. The shop is guarded by a magic immune level 6 golem. He drops either a level 3 consumable or level 4 consumable. I wanted to dilute the drop table, and I think level 3 and 4 consumables pooled together are relatively balanced. I think the larger, less consistent item pool is more fun.



A free marketplace in the middle. I think players in general still forget to use the marketplace, and I've been trying to feature it. The middle of the map has easy access to shops and the market, which I think can produce fun gameplay.



The mercenary camp has a larger aggro radius, as it is guarding a gold mine. Featuring a Lordaeron Fall Mercenary camp, it is guarded by the same units that you can hire.



This green camp near the spawns are a level 9 camp, and should be treated more like an easy orange camp.



The natural expansion is guarded by a level 5 ogre magi who drops a level 2 permanent item. The total level is 15, and is moderately difficult. It is not too far from the spawn, and a healthy distance from the opponent. Astute players might see a resemblance to Lost Temple's expansion. Instead of a level 3 ogre, I have replaced him with the level 5. I wanted to create a familiar, yet "reforged" feeling.



The turtle green camps in the middle are also similar to Turtle Rock, but with a level 1 turtle replaced by a level 2. It drops either a level 1 permanent item or a level 2 charged. I didn't want too many level 1 drops on the map, and I don't like the consistency of only level 2 drops. I think combining level 1 permanent and level 2 charged makes a fun and fair item table.



Many players are surprised to find a hard yellow camp next to the spawns. Don't underestimate this Hydra camp! Drops a level 4 permanent item.



The lab is also hard. Drops a level 3 permanent item.



The spawns drop a level 5 permanent item, making them an appetizing objective in 1v1. Unlocking level 5 items from the marketplace might be interesting too!



The red semi-island expansions in the corners can also be broken through via ground. Either destroy trees or rocks. They drop a level 5 charged item.
Contents

Devalayam (Map)

Level 6
Joined
Jun 15, 2013
Messages
104
Hello there, just checked your map
I think there's a bunch of issues that needs to be adressed

First I personally don't like the free access on Market/Shops
Market is the most powerful neutral shop, and usually a place for red camps, being free ....

Another issue is the red gold mine, top one has one entrance
Bottom has 2, not fair, not good, also I'd rather only put one line of rocks instead of 2 like u did, or rather, 1 to 3 lines of trees
It is old school like smn would say, but not forcefully bad

Rather than making mud golem aggro on the gold mine, how about putting both neutral buildings next to each other and make creep camp bigger? You delete some trees to make path more open and then you can still pass through without aggroing

There's 3 different creep camps with Ogre magi, sure the unit is tough early on but might want to varie, variety is necessary on melee maps

On the aethetics, there's a bunch of weird stuff, like those sunken doodads left on the map, in the limit, I think you forgot to delete those
The Elven gate within trees as well, why?

I think you should delete the trees behind the bottom right hydra camp, to show the waterfall, its pretty, so just like the top right gold mine

There's a couple of barren tree, with hydra top right, could switch those with sunken trees, considering you've added sunken doodads there and add some more broken bricks
And on the opposite, put more barren stuff since you don't have spot left for barren tile, the throne is left with not much :p

Other than that there's a bit too much rocks, even tho it's actually pretty well made

So my suggestion would be to switch one of those Ogre magi with an ogre lord, lots of hydra too, there could be granit golem idk

Still gonna put 4 stars considering the hard work trying to make the map look good
Not fond of some of the loots either but w/e

Good work overall
 
Level 1
Joined
May 25, 2024
Messages
1
Hi!

I see one big issue with the map: The merc camp and the gold mine have to be switched, either in the north, or in the south. In the north, the gold mine is close to the market place and between the lvl 13 and the lvl 7 creep, in the south it's further away, switched with another building, and lvl 13 and lvl 7 creeps are in between the gold mine and the market place.

Also the Taverns are slightly misplaced, but that's just a small thing. And I like the market place, but I don't like, that it's open. I understand, with creeps it's hard to cross the map, but imo there should be some. Maybe not with a big, but 2 smaller items.

Also I don't know about having 4 taverns on the map. It seems to be a bit much. Maybe it would even be better to have the 2 taverns in the mid be market places and the market place in the mid be taverns? Or to have the 2 taverns be goblin shops, and the 2 goblin shops be market places, so it's not that convenient to go there and buy items?

Then there is this free gold mine. Maybe it should have creeps? You could place the 2 gold mines closer to the middle, so like in the north, and the 2 merc camps with the level 13 creeps where the 2 taverns far north and far south are now, and delete the Taverns, and just keep one in the middle, and then you could have creeps at the merc camps and the gold mines, and they would be far enough away from each other.

Just a few ideas. I really like, how the map looks. My biggest issue is, the merc camp and gold mine are switched. And then the issue, if you should have a free market, if you should have free gold mines, if you should have 4 taverns, or 3, or 2, and 1 market place in the middle, or 2 in other spots.

You could make the market place like the fountain on lost temple, with some lower level creeps, and 2 items, but maybe not that strong items. Maybe 1 perma 1 consumable?

I think, it's a very interesting map, and there are many ways to fix it. It just has this one big problem with the mine and merc camp, the rest just is my opinion. It was fun to watch the games, even with the mine and camp in the wrong position, and it looks great, so hope for an update, and I hope to see some more great games on your map :)
 
Level 6
Joined
Jan 7, 2010
Messages
23
Hi!

I see one big issue with the map: The merc camp and the gold mine have to be switched, either in the north, or in the south. In the north, the gold mine is close to the market place and between the lvl 13 and the lvl 7 creep, in the south it's further away, switched with another building, and lvl 13 and lvl 7 creeps are in between the gold mine and the market place.

Also the Taverns are slightly misplaced, but that's just a small thing. And I like the market place, but I don't like, that it's open. I understand, with creeps it's hard to cross the map, but imo there should be some. Maybe not with a big, but 2 smaller items.

Also I don't know about having 4 taverns on the map. It seems to be a bit much. Maybe it would even be better to have the 2 taverns in the mid be market places and the market place in the mid be taverns? Or to have the 2 taverns be goblin shops, and the 2 goblin shops be market places, so it's not that convenient to go there and buy items?

Then there is this free gold mine. Maybe it should have creeps? You could place the 2 gold mines closer to the middle, so like in the north, and the 2 merc camps with the level 13 creeps where the 2 taverns far north and far south are now, and delete the Taverns, and just keep one in the middle, and then you could have creeps at the merc camps and the gold mines, and they would be far enough away from each other.

Just a few ideas. I really like, how the map looks. My biggest issue is, the merc camp and gold mine are switched. And then the issue, if you should have a free market, if you should have free gold mines, if you should have 4 taverns, or 3, or 2, and 1 market place in the middle, or 2 in other spots.

You could make the market place like the fountain on lost temple, with some lower level creeps, and 2 items, but maybe not that strong items. Maybe 1 perma 1 consumable?

I think, it's a very interesting map, and there are many ways to fix it. It just has this one big problem with the mine and merc camp, the rest just is my opinion. It was fun to watch the games, even with the mine and camp in the wrong position, and it looks great, so hope for an update, and I hope to see some more great games on your map :)
Thanks for your comment. I think I saw your comment on Youtube too.

The Gold Mine and Merc camp which look swapped to you are guarded by the same set of creeps. So those gold mines are not unguarded. [there is a bug that is fixed in the next update] Essentially the goldmine+Merc are one camp, one combined landmark.

Yes the map has some asymmetries, such as the merc/gold mine, and the slightly different taverns that you noticed. Most mapmakers terrain part of the map and then copy, rotate, paste. I do everything manually by hand. I like the slight non-symmetries. Asymmetry is more beautiful and realistic to me.
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The map has gone through three rounds of public testing. Two 1v1 cups with high level players, and the 2v2 cup that you saw. Many apparent "issues" are really non-issues in play.

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Glad you thought it was a fun map.
 
Level 6
Joined
Jun 15, 2013
Messages
104
Make no mistake, a lot of map makers do everything "on hand" too, like myself for example
Symmetry is a must have for balance and possible competitive gameplay
And it could also impact the fact your map gets approved or not

The fact gold mine and merc camps are together could be a nice idea
But the creep camp is just way too weak to guard both

You definitly need a big red camp for such a big reward

In the end you're still the master of your own map, just re-consider what we advised above
 
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