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Lakeridge Highway

Name: Lakeridge Highway
Players: 2
Playable size: 112 x 84
Tileset: Village Fall
This is an older map of mine that I haven't looked at in a long while. When I dug it out today I thought that the terrain was pretty cool looking with all those slopes and curves (a bit narrow perhaps).

It's a comparably small map but still with standard distances.

I've reworked a lot of the creep camps, as there used to be a cluster of yellow camps that would be too fat when farmed all at once. Right now I'm thinking of removing either the tiny kobold camp or the troll camp next to it. Otherwise there are a lot of green camps.

Another idea would be to replace the marketplaces with gold mines. On a side note, there is more room to build around the Southern gold mine because the stone road is not symmetrical.

General question: Do you think that two camps right next to the tavern are okay? And if so, should they rather be green or yellow?

I'm also curious about your opinions of the gold mine creep camp.

Enjoy!

=== CHANGELOG ===

v04
- redesigned the left and right side of the map
- added two gold mines
- redesigned the center of the map
- removed market places
- relocated other neutral buildings
- replaced Village merc camps with Lordaeron Summer merc camps
- completely remade all creep camps
- renamed the map to "Lakeridge Highway", a place of the Warcraft lore used in WoW.

v05
- swapped creep camps at gold mine and the neighboring one and modified them
- slightly increased strength of Merc Camp creep camp
- increased strength of wizard/wolf creep camp

v06
- tournament version

v07
- replaced Elder Sasquatch at the Merc Camp for Rock Golem to solve the issue with Force of Nature spawning behind unpathable doodads
- made the tree lines at the starting positions more equal
- made the tree lines at the expo more equal
- swapped Lordaeron Summer merc camp for Village merc camp
Contents

Lakeridge Highway v07 (Map)

Reviews
deepstrasz
A bit meh to have Boots of Speed drop at the camp guarding the Goblin Merchant. Same thing I've been mentioning about red camps on your other maps. The mines are a bit too close to the bases. Remains to be seen if they're properly protected to...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. A bit meh to have Boots of Speed drop at the camp guarding the Goblin Merchant.
  2. Same thing I've been mentioning about red camps on your other maps.
  3. The mines are a bit too close to the bases. Remains to be seen if they're properly protected to compensate for that or not.
Approved.


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Level 12
Joined
May 12, 2012
Messages
104
Thanks for your feedback!

Will swap the item drop with the ogre lord camp on the side (lvl 3 perm <-> lvl 3 charged). Red creep camps will be set to camp aggro range.

Do you mean too close to your own base, to the enemy base, or both?
 
Level 12
Joined
May 12, 2012
Messages
104
To player bases (not close to the enemy's). Can't be both, lol, then it'd be midway.
Yes, "too midway" is what I meant with my question.

Anyway, good to have cleared it up. I think I can easily push the gold mines more towards the corners (and alter the tree line a little), while moving the red camps a little out of said corners. That should do the trick.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Anyway, good to have cleared it up. I think I can easily push the gold mines more towards the corners (and alter the tree line a little), while moving the red camps a little out of said corners. That should do the trick.
Or just switch them. I mean, humans could easily bring militia and undead ghouls from their main bases while ancients would arrive next year and orcs would not have anything to bring.
 
Level 6
Joined
Dec 31, 2017
Messages
138
  1. I like general layout. You managed to put 4 pairs of neutral buildings into a really small map. Impressive.
  2. Creep camps are pretty creative. Nothing too crazy, and several bring something new.
  3. On the other hand, 14 bandits? Tremendous amount of low level creeps (namely lvl 1).
  4. Boots of speed are no longer is the droptable, so no worries about that.
  5. Having 2 marketplaces and lvl 5 permanent drop surely is a balance problem.
    Considering small size of the map and low amount of gold, this must cause issues.
  6. I think goldmines are neither too close nor too far from a player's base.
    Though fast expanging is possible, an opponent could counteract in time due to the size of the map.
    Also reinforcements interception is possible.
  7. I mean, humans could easily bring militia and undead ghouls from their main bases while ancients would arrive next year and orcs would not have anything to bring.

    NE could dispell the treants with wisp. Might be not the wisest idea :?
  8. Quite like the terrain.
 
Level 12
Joined
May 12, 2012
Messages
104
In the process of updating my older maps, I've also taken a second look at this one. Most importantly, it was a little too small for my taste. I've added two gold mines on the sides as well as two paths leading there:
expansion.jpg
This will not make too much of a difference hopefully, it's still a relatively tight map.

v04
- replaced Village merc camps with Lordaeron Summer merc camps
- redesigned the center of the map
- removed market places
- relocated other neutral buildings
- completely remade all creep camps
- renamed the map to "Lakeridge Highway", a place of the Warcraft lore used in WoW.

I'm considering to move the Merc Camp closer to the expo and starting position by swapping it with this creep camp:
merc-camp.jpg
Opinions on that are welcome.
 
Level 12
Joined
May 12, 2012
Messages
104
I believe the "hills" play a big role in that. Will probably make some similar map in the future with a different tileset to find out.

Anyway, LH has been play in a small tournament (more to follow) and got an update that fixed some issues.

I've taken the liberty of using the Village Merc Camp now that Blizzard has begun to address the balance problem with non-LordSummer camps. This will probably make for some more interesting games just by itself.
 
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