(1 ratings)
6 | |
12 27 9 + 6 (base) | |
3 | |
3 (Cityscape) | |
4 | |
4 | |
1 | |
3 | |
1 | |
10k x 3 + 12.5k x 6 + 15k x 6 |
There is a porn map who has the same terrain/shape everything or extremely similar.Forgot its name as I played it many years ago.
Are you suggesting this map terrain is stolen from the one you mentioned?There is a porn map who has the same terrain/shape everything or extremely similar.Forgot its name as I played it many years ago.
A what now?porn map
Obviously a typo for a prom map.A what now?
Obviously a typo for a prom map.
I'd like to see the link too.Are you suggesting this map terrain is stolen from the one you mentioned?
We need a link.
There is a porn map who has the same terrain/shape everything or extremely similar.Forgot its name as I played it many years ago.
I mean, since it's, well, graphic, send me a P.M. or something.Are you suggesting this map terrain is stolen from the one you mentioned?
We need a link.
Fixed.-There is a very slim chance that the merc camp southeast of the tavern, a merc might spawn on the left side of the merc camp and be trapped.
I have added 3 rock clusters in the centre. It have changed pathing in a way creeps are no longer attacking bypassing units:-Right now, several creepspots are placed in such a way that player units might accidentially walk too close and be attacked. In particular, it's bound to happen in the centre, and it might also happen at some other creepcamps. In some places this can be fixed easily, in others probably not.
I am convinced the map should forgive loss of controll over only individual units such as scouts and rallied units.Those rocks aren't going to be enough lol.
Units that move diagonally have the wonkiest pathing and will go deep into those camps.
It's pretty much an unsolvable problem unless you make the camp really deep or making the units walk strictly horisontal/vertically past it.
It's somewhat allievated by the fact that heroes will want to head to fountain first, but it's bad for worker rushes which is more common in games with more players.
My way of testing pathing is to run 12 knights past most camps and check for aggro.
Those gold mines mostly expire before starting ones.Balance wise i think the expansions on the plateus are a bit too safe.
Make a tower island and you're secure for the rest of the game pretty much.
Indeed, but creepjack here might be devastating.The center is a little too loaded with juicy stuff and you can even pull while having mana in the back.
The first is that the map isn't wide enough for big fights.
The more players a map has the bigger the fights will be, especially if games go on for long enough.
There are pletnty of chokes and semi-chokes (able to fit 1.5-2 lategame armies) but there are a lot of open areas too.Therefore i recommend trimming the hedge where you can, as marked in red in the attached picture.
The paths from base to enemy or friend feels restrictive.
Each team has 2 borders: one with merc camp, the other with fountain of health and tavern.I'm not sure about the tavern positions, i don't like them because you can quickly ressurect your hero if it dies.
Which can be annoying if you fend off an attacker by slaying their hero and they quickly resume the fight by "force buying" at the tavern.
Though i don't see much of an alternative, since placing one near the mana fountain would be pretty cancer to deal with.
Maybe you are not using patch 1.32+?For some reason the map did not show up even though I downloaded it. Any ideas?
Where do I look for required patches for maps?
Yeah, I intended to keep this map patch 1.29, but unfortunatelly 2 copies of the game don't work for me anymore, so I have to use up-to-date EditorBecause of the Reforged thing my whole Warcraft 3 has been changed and not for the better.
Sorry if i'm taking my angry out on you