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Fungus Explosion v01

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Name: Fungus Explosion
Players: 2
Playable size: 100 x 100
Tileset: Felwood
You know how I always said I love those mushroom trees and that there ought to be a map with lots of them? Well, here it is. I've used regular trees in the largest parts in combination with mushroom environment doodads. The middle contains actual mushroom trees.

The layout is pretty standard. Some of the creeps are of the lesser used sorts.

My fear is that the merchant and lab are too far away from the action and that two merc camps in one spot might not be a good idea either.

What other critter would look good? I'm tired of frogs everywhere.

I'm willed to reconsider the title.

Enjoy!
Contents

Fungus Explosion v01 (Map)

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deepstrasz
Nothing much to report but what Nudl9 suggested and the three mines close to each other mentioned by Ragnaros17. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission...
Level 12
Joined
May 12, 2012
Messages
104
I think the proximity of the merc camps will cause some trouble.
You could probably just replace one of them with another shop or a marketplace.
That thought had crossed my mind too, but it would be imbalanced. If you're HU and quick-expand, you want that merc camp to be close, making one starting position better than the other. And in other situations it may be the other way round, I don't know.

What I could do is replace the two camps with either two goblin merchants or two goblin labs, and in return replace one of the neutral buildings in the top left with a merc camp. Two shops close to each other are probably less problematic.

Another possibility is to remove the camps from where they are right now, and instead place a single one at the wolf/troll camp, like so:

alternative.jpg
 
Level 29
Joined
May 21, 2013
Messages
1,635


1) I would pull the red a bit more far, just to be safe, I think the chance of agro is 45% with large armies.
upload_2019-5-13_8-54-3.png



2) I would add some trees to make it that camp more deep in the U region, I think it may agro for a wisp scouting, but with low chance, lets say 20%, just be safe. (agro of wisp scouting is very penaliced, it hapened in my map in the 3rd contest
upload_2019-5-13_10-5-23.png


I tend to be hard pointing this stuff, but hoping that at least your maps could reach Blizzard with no need to do updates

3) IMO, I would remove the goldmine for competition, the one aligned with the tavern simetry line, because it seems redundant, I would put there a shop (goblin shop or marketplace) or a merc camp.. merc camps are too near. or put the goldmine in the other corner so to not have 3 mines so near and aligned.

4) also gob lab to near gob shop, is like take 2 places in a row IMO.


the map is quite perfect but the neutrals buildings distribution, I feel it could be more interesting IMO, if this map where mine, I would really try to do this instead
upload_2019-5-13_10-21-37.png


1) red creep in that corner down rigth
2) merc camp or gob lab
3) green creeps instead of merc camps, for tavern hero creeping route
4) gob shop, and move the greens to the 3 area
5) gob lab or merc camp, 1o f them instead of having 2 Neutral buildings.
6) goldmine, I feel this would be great above all to avoid having 3 mines aligned.


hope to help
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,829
Nothing much to report but what Nudl9 suggested and the three mines close to each other mentioned by Ragnaros17.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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