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Beneath the Snowline

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Name: Beneath the Snowline
Players: 2
Playable size:104 x 88
Tileset: Lordaeron Fall
I've always wanted to combine the fall and winter tilesets and this is the result.

Basically, the starting positions are on two sides of a valley facing each other, and the natural expo is on the opposite hill. You also have an additional gold mine on an even higher plateau on your side but the creep spot there is ~ lvl 20. I've uploaded a sketch of the layout for you.

There hasn't been any testing as of yet.

I'm worried about some of the creep camps being positioned too aggressively, or they could be lured with a range unit from the area above them. Also, they're more or less random, I've just dropped what seemed intuitive.

Enjoy!

PS: I've re-used this basic layout in my newer map Wintry Plateau.
Contents

Beneath the Snowline (Map)

Reviews
WolfFarkas
1) the only major thing I can think being very maniac, is this situation in the tavern area. I would put the tavern here, and move that creep to other place or remove it. , I mean the tavern should have a better open area. 2) be carefull with...
deepstrasz
Some minor spaces between trees. Use the round/circle tool carefully when placing them. Green camps are at the back of the player bases which means early on there's potentially no PvP. Taverns are a bit too close to the starting locations. The...
Level 29
Joined
May 21, 2013
Messages
1,635


1) the only major thing I can think being very maniac, is this situation in the tavern area.

upload_2019-4-11_11-51-51.png

upload_2019-4-11_11-56-20.png

I would put the tavern here, and move that creep to other place or remove it. , I mean the tavern should have a better open area.

2) be carefull with those gaps.

upload_2019-4-11_11-52-29.png

upload_2019-4-11_11-53-7.png

upload_2019-4-11_11-54-1.png

you can always fill them with small doodads such cages, or a skull on a stick.


the rest seems perfect
the cliff complex, I can actually learn from this map,

it deserves the 5/5
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,707
  1. Some minor spaces between trees. Use the round/circle tool carefully when placing them.
  2. Green camps are at the back of the player bases which means early on there's potentially no PvP.
  3. Taverns are a bit too close to the starting locations.
  4. The Mercenary camp offers Purge, Slow and Bloodlust. Pretty controversial.

All in all, much care was put in the making.

Approved based on @Ragnaros17's review.


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Level 29
Joined
May 21, 2013
Messages
1,635
  1. Some minor spaces between trees. Use the round/circle tool carefully when placing them.
  2. Green camps are at the back of the player bases which means early on there's potentially no PvP.
  3. Taverns are a bit too close to the starting locations.
  4. The Mercenary camp offers Purge, Slow and Bloodlust. Pretty controversial.
agree purge and slow are redundant. both reduce speed, but in speed reduction slow is better, purged units regain speed with time, slow slows the same all the time.
 
Level 12
Joined
May 12, 2012
Messages
104
Ragnaros17:

The merc camp was a mistake actually, after discussing the issue with other mappers (and reading Mafe's guide in particular) I had already decided to use the Lordaeron summer merc camp. Just forgot to switch them. Thanks for spotting it, I'll fix it for the next version.

I'm very open to moving the taverns as suggested. It would a) provide more more space around them and b) allow that wizard/bandit creep camp to be moved deeper into the cliff and thus be less aggressive. If nobody objects, I'll switch that. The sasquatch/troll camp could move a little closer to the gold mines since there's still lots of room.

About the gaps between the trees: I've always avoided 2x2 gaps where a hero could be dropped, but do you guys actually close every smaller gap, too? I don't mind fixing that (probably with ground pathing blockers), but I didn't realize that it was an issue up until now.

deepstrasz:

Thanks for your feedback, too! Creep camps were placed rather randomly to make it playable for the moment. I don't mind mixing it up a little, perhaps switch one of the green camps in the ice corners with the lvl 13 bandit/wizard camp beneath the tavern?
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,707
About the gaps between the trees: I've always avoided 2x2 gaps where a hero could be dropped, but do you guys actually close every smaller gap, too? I don't mind fixing that (probably with ground pathing blockers), but I didn't realize that it was an issue up until now.
It's not an issue as long as the gaps are not too close to where the workers harvest.
Please don't put pathing blockers between tree gaps unless you're filling the transition zone between them and cliffs. Use nice doodads (which block ground pathing) instead.
Thanks for your feedback, too! Creep camps were placed rather randomly to make it playable for the moment. I don't mind mixing it up a little, perhaps switch one of the green camps in the ice corners with the lvl 13 bandit/wizard camp beneath the tavern?
How you see fit. I just have this thing with Blademasters doing easy creeping by themselves from camp to nearby camp in an area far from the enemy.
 
Level 12
Joined
May 12, 2012
Messages
104
Okay - so I can ignore those spots that are in a far away place that can only be reached via zeppelin? Cause that's where I would have used the pathing blockers.

Those that are next to the road get proper doodads of course.
 
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