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Abyssinal Crater

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Overtaken by the Elder Eredar Warlocks, the Abyssinal Crater lies as a remnant of the destruction of the past. Seize control of the crater, and challenge the Warlocks for the dominion of the outskirts. Only the mentally strong, will stand a chance here.

This is my second 1v1 map. I created this with a little more knowledge of how to make maps that are logical and balanced. There are strong creep camps on this map, but that is what you get when you venture to the forsaken Outlands. There is a plenty of room for battle inside the crater, but if you venture to the flanks of the map you will find the Eredar Warlocks. The ones that conquers the demonic mountains will get well rewarded. Hopefully it will bring joy to some of you, loving the god forsaken Outland theme. (It is hell to work with in the world edit tool) PS: This is a map for people that do not waver when facing strong and formidable creeps. It is possible to do it, but not lightly.

Changelog:

1) I decided to keep the 3 way entry. I find that to narrow bases supports towerering tactics in the base, and makes it impossible to attack the main base. Hope you will see the logic in me keeping the entry like this.

2) I have moved the goblin lab to the middle so that creeps no longer aggro.

3) Both goldmines are now protected in a U-formed shape.

4) I have moved the lvl 20 creep camp to the 12 and 6'o clock position, encreased its lvl a little bit to match the loot and boxed it in, so it no longer aggros.

5) The mid, tavern location is now rinsed of the exess trees.

6) I have moved the green camps in mid, so it does not "double aggro"

7) The goldmine gap issue has been fixed

8) Some of the floating doodads have been fixed, but some of them are actually not floating in void (there is land under them). I think it makes it look better, since some of the "void" has sharp edges. I think the molten rocks make the map look better.

9) I wanted to keep the red creep camp. I think it is possible to creep this, even though it is hard (Ive observed many games where this is done, no problem). The demonic Outlands cannot be easy.

10) The terrain has been raised to make it less flat and monotone.
Contents

Abyssinal Crater (Map)

Reviews
WolfFarkas
1) creep to near the building area, IMO base to exposed to 3 ways of attack but is an IMO, that shape is good for multiplayers maps, but for 1v1, walling option is the safe shape. 2) you will be attacked, not a good spot for a goblin lab. 3) no...
deepstrasz
Improper symmetry, visible on the minimap. Wood seems rather scarce. The camp in the north corner should have lowest camp range and mine guards the longest. Check all camps as there are issues pertaining the camp range with many of them. It's a...
Level 29
Joined
May 21, 2013
Messages
1,635


1) creep to near the building area, IMO base to exposed to 3 ways of attack but is an IMO, that shape is good for multiplayers maps, but for 1v1, walling option is the safe shape.
upload_2019-4-7_22-20-58.png


2) you will be attacked, not a good spot for a goblin lab.

upload_2019-4-7_22-22-25.png


3) no x3, goldmine creeps should not be in camp mode, aggro, one side not defended, base to exposed to defend peons,
upload_2019-4-7_22-23-22.png


4) aggro, and is a level 20 so dangerous aggro.
upload_2019-4-7_22-24-58.png


5) this favours NE scouting over farm scouting, tavern area should be a bit more open.
upload_2019-4-7_22-25-50.png


6) they are too near both creeps. also aggro
upload_2019-4-7_22-26-38.png


7) gaps between trees, you can enter the mine from behind, also creeps should not be in camp mode.
upload_2019-4-7_22-27-52.png


8) a red creep level 30 is to much IMO for a 1v1, that is good for 2v2.

9) all terrain flat, some doodads rocks and flowers seems like floating in the void, unaturally, not like the outland floating rocks.
upload_2019-4-7_22-32-59.png




Overall this one is better IMO (because tavern in the middle instead merc camp and L32 creep) than Mongrel
but it should be set to awaiting update too.

Neutral buildings positions such as expanding goldmines, goblin labs and merc. camps are put in such way that harms the normal game play, plus the gaps between trees where units can walk but big dont.

neutral buildings positions including expandings, and creeps should be in U area to avoid aggro, and expandings to defend peons and mining like the main base.

the minimap looks good, it has potential, I hope to see this very improved,
good luck.
 

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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
  1. Improper symmetry, visible on the minimap.
  2. Wood seems rather scarce.
  3. The camp in the north corner should have lowest camp range and mine guards the longest. Check all camps as there are issues pertaining the camp range with many of them.
It's a really good start, however I feel that the layout itself also isn't melee ready. Please read the links below related to melee map making, inspire yourself from other good melee maps and practice more.
Listen to people like @Ragnaros17 as they provide details from expertise.

Substandard.


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