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Island crossing

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Hello, so this is my second map what i made here. I get some criticism from large map and use it here, so i made small map with litlle defined creeps and tried to get syometry done to be same. Dropped items are defined now, camps are more balanced and i tried to test it to its limits, but sadly im not that good player. So i will welcome any things you will notice and give me for next map making.

Informations:
Gold mines: 4 (12500 each)
Tavern: 1
Goblin laboratories: 2
Goblin merchants: 2

Green creep camps: 4
Orange creep camps: 8
Red creep camps: 0

-Wood on each starting are is enough for good game but it is split all around.
-Map is suited to support 2 heroes.

Changelog:
21.5.2018
Removed this:
-Exapnsion creep camps are set to Camp agro range to avoid getting agro on this small map.

22:5.2018
-Removed gates from midlle to open space for pathing.
-Removed some tree "islands" what blocked pathing.
-Removed most of critters.
-Removed 3. drop from first crab creeps.
-Fixed starting zone space issue.
-Set creeps to Goblins merchants.
-Shallow water path are now bigger for better pathing.
-Added more trees to starting locations.
-Expanded midlle part a litlle bit.
-Added author of map.

23.5.2018
-Reworked loot tables.
Contents

Island crossing (Map)

Reviews
Daffa
-Exapnsion creep camps are set to Camp agro range to avoid getting agro on this small map. Gold mine creeps are suppose to have 500 range, else Human and Orc would be the first to abuse tower lining there.
deepstrasz
Author is set to unknown. Please add the original one. There are not enough trees in the starting zones. Creeps don't start with 100% mana. Item drops are a mess. Two tomes of experience and a circlet on the three units group of a total creep level...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
Author is set to unknown. Please add the original one.

There are not enough trees in the starting zones.
Creeps don't start with 100% mana.
Item drops are a mess. Two tomes of experience and a circlet on the three units group of a total creep level of 4.
Neutral buildings should be guarded.
Not enough building space in general, especially in the starting zones.
Paths are too narrow.
Too many critters in one place; they block movement.

I'm afraid you'll have to remake the map.

Substandard.


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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
but there is no creep starting with less then maximum mana.
Start the map ingame and see for yourself. I've detected it on the makrura caster in the north.
Do you mean Goblin merchants too ? bcs i thing you dont mean tavern.
Taverns are the only neutral building that ins't supposed to be guarded by neutral hostile.
 
Level 3
Joined
May 19, 2018
Messages
10
Start the map ingame and see for yourself. I've detected it on the makrura caster in the north.

yes i done it, but editor keep saying it is 100%, i thing creep start casting spell before rendering or something. When editor doing weird things there is nothing i can do about it...Y

btw i tested this map like 30 times but im not really that good to test anything or survive with huma vs undeath while doping shananigans... :D
 
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