- Joined
- Sep 4, 2018
- Messages
- 140
such interesting concept with the trees.
(1 ratings)
Story We need more lumber. Get yourself some shredders and start chopping. Map Specifics
Tactics (This might not be relevant due to update) The key aspect of this map are the tree bridges. Think thoroughly when you want to use them, as once the trees are fell, the enemy can use them as well. Many creep camps can be connected with some siege on tree action, this way you could get faster to the other camp. Each player has the option between two natural expos. The upper half of the maps has more chokepoints and offers a goblin lab while the other half of the map has more open spaces, a Loarderon Fall merc camp and a health fountain. You can use zeppelins to sneak up on the enemy base from the trees. That is, if you manage to cut your way through them first. How to use the trees Don't try to send your workers, you'll need something more destructive to fell these trees. Get some of those siege weapons and aim at the runes. It might take a hit or two but soon you'll be able to use it as a bridge. [2018-09-22]-Version 1.0 - Uploaded [2019-10-02]-Version 1.1 - Sadly, removed some tree bridges, fixed item drops and some creeps, added Health fountain instead of Marketplace, should be more standard now. Authors Notes This map was made for the second melee mapping contest. It features the forgotten tree bridges, which were possibly a scrapped concept by blizz. Shoutouts to @W3Sour @mafe and @Ragnaros17 |
it must say the description that is a contest entry for....
Vorpal Blades updrade is said to be required to attack trees. So it might be considered a bug T_Tbridges might have some balance issues since nightelf can use them at tier 1 and other races on tier 2. but map looks cool!
I haven't watched any of the games played on this map in the New Horizons Cup as of yet. Also, is 1.1 the current version?
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1-What immediately bothered me was the creep spot near the gold mine. If you expand to that position, the creep camp is yours to sack. The enemy can't challenge you when you're taking it because it is practically located in your own base.
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There may be a small problem with distances. Both gold mines are a little closer to the starting positions than they would usually be – facilitates taking them with militia. Not sure if it's critical though.
2- What's confusing is that all four of them have got a lvl 13 creep camp. That's okay for the first expansion, but pretty weak for the second one.
3-The tree lines at the starting positions are weird. How do you seal that off? I would go for a more conservative tree line there.
This gold mine creep camp is placed very forward. I haven't tested it but I would worry about them attacking passing armies. And this is not a rare road to use.
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You also can't walk past the fountain but I suppose that's intentional?
4-These camps can't attack air:
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Additionally, the lvl 11 sasquatch camp drops a lvl 3 item instead of a lvl 2 item. Was a unit deleted from that camp?
5-NE prefers a tree near / next to the tavern to park a wisp. Perhaps you've intentionally not placed one, but in case you just forgot, this is a reminder.
The map drops three lvl 2 permanent on each side, that may be one too much.
I wouldn't leave any empty pockets in the forest, that only leads to zeppelin nonsense.
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All of these issues seem fixable to me, as the layout itself is not flawed. You've done a great job terrain-wise and with the doodads, it looks very natural. The cliffs are worth mentioning.
3.
3-I believe that's a misunderstanding. I've made two screenshots to show what I mean. The TM tree line is very typical: U-shaped and with the base somewhere on the edge. That's very standard. On Logging Camp, the town center is way out in the open, attackable freely from three sides. That makes it very awkward to place buildings (like barracks) in a row to create a pocket, like one would usually do.
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1. + 2.
Naturally, if players like it there's no argument against it, but it is a pretty heavy alteration of how the game is played, and that is usually disapproved of by most people. I'm not saying you can't do it, but is there any real evidence that this is what the majority of players actually want? (Counting out the 25 % HU players who would have a bonanza with this feature.)
Perhaps a poll could give more insight.
Also, the camp with the ensnare troll and the golem on the second gold mine on Ruins of Aszhara is more annoying to kill than the gnoll/rogue/priest camp on Logging Camp. You don't need to bring your full army to wipe that out, you do it casually on the side and then drop your third town center whenever you like. And after that your three bases will be no further than ~7,500 units apart from each other, which is relatively easy to defend. Your enemy can hardly circumnavigate your army and wreak havoc in another base before you arrive there. For comparison: The two furthest bases would be 11,000 units apart on Melting Valley, 10,000 units on Secret Valley, 9,000 on Terena's Stand.
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5- I understand the idea of allowing a choice between two gold mines, and perhaps one can make that work, but in this example it comes at the cost of massively altered gameplay.
I did count in obstacles of course. And for Ruins of Aszhara it's ~8.500. It almost feels like Ruins of Aszhara is a "light" version of Logging Camp when it comes to the expansion situation. And I personally think that's better because players can do their own thing and don't have to adapt to the map too heavily. Again, that's only my opinion, but it is based on the decade-old impression that most people are just not interested in crass changes.about the 7500, 9000, 110000, those distances alone , is incomplete info, because walking distances must be considered by the measure of trees bloking the paths, and path shape, but I have to say numbers alone say nothing is better to see the play
That may have been a choice between the devil and the deep blue sea though. Which sounds meaner than I intended it to, cause hands up for the cup, but the alternatives to pick were other custom maps that might have their own flaws. The question remains: Would people prefer Logging Camp over Secret Valley and Echo Isles and all the other classics?in fact logging camp was one of the favorites of the new horizon cup ( was used a lot).
I think Ruins of Aszhara is more balanced. Regardless of some similarities, these are still two different maps.
I did count in obstacles of course. And for Ruins of Aszhara it's ~8.500. It almost feels like Ruins of Aszhara is a "light" version of Logging Camp when it comes to the expansion situation. And I personally think that's better because players can do their own thing and don't have to adapt to the map too heavily. Again, that's only my opinion, but it is based on the decade-old impression that most people are just not interested in crass changes.
That may have been a choice between the devil and the deep blue sea though. Which sounds meaner than I intended it to, cause hands up for the cup, but the alternatives to pick were other custom maps that might have their own flaws. The question remains: Would people prefer Logging Camp over Secret Valley and Echo Isles and all the other classics?