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(2)Orchid Mineral

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(2)Orchid Mineral
Player Suggest: 1v1
Map Creator: Zucth
research of a new item drop around c1,p1,c2,p2 + strong merc for 1v1

217336-a6c8a335b7af7aea42e21dd3f7be7ad2.jpg

Map Description:
An orchid shroom isles fill with mineral mine. Not all path are risky choose wisely!

Neutral Building:
6 Goldmines (Base-12500, easy expo-11500, cliff expo-10500)
1 Tavern
2 Goblin Merchant
2 Lab
2 Mercenary Camp - Northern

Creep Camp:
6 Green
10 Orange
2 Red

Information:
-playable size 80x80, Layout idea is between Autumn Leaves and Neireid Horns
-present new item in c1,c2,p1,p2
-Strong merc with very strong camp defend.
-Very fast expo available and very short expo but hard and on cliff
Previews
Contents

(2)Orchid Mineral (Map)

Reviews
mafe
ok, another 1v1 map of yours: The usual comments about the tileset apply as most of the time. The layout is fine even though I generally advise against putting expansions on high ground. At least here they are not near the edges of the map and have to...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
ok, another 1v1 map of yours: The usual comments about the tileset apply as most of the time. The layout is fine even though I generally advise against putting expansions on high ground. At least here they are not near the edges of the map and have to ramps leading to them, which is better than on most other maps. I didnt notice any bugs at all, but several design choices that are often fun ideas, with mixed levels of success:
1. Overall the creep camp composition is good with many unusual creeps. Only imo the arachnid/tuskarr spot near the main base could contain a medium armor creep.
2. It should also be possible to build an AoW closer to that spot.
3. It is good that there is enough space around the map, but atm there are 12 camps at the edges of the map, and only 6 (and no early-game-relevant) camps in the central part of the map. This could lead to passive early games.

The standout feature of the map are ofc the itemdrop:
4. The p1 table with the Goblin Night Scope: Could be fun and balanced, unfortunately the default sell value is too high.
5. The c2 table: As you may have guessed, I like the scroll of protection in there. I dont think you needed to remove the illusions, they are only considered a problem on LR because of the possibility to pull camps into each other, which should be an issue here. The wand of animate dead (?) however seems really, really strong in the lategame. I would have it rather as a lvl 3/4 permanent. Maybe with 2 charges it would be fine. But in some way, it does what the wand of illusion does, except an unlimited number of times, and the summoned units actually deal damage so.....
6. The c1 table: Looks fine, sadly the gold values once again do not fit perfectly.

So overall, a good map with some fun experiments. Approved.
 
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