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Lotus Blossom 1.2

Lotus Blossom - 1v1
8 gold mines
2 goblin laboratories
2 goblin merchants
1 marketplace
1 mercenary camp
1 tavern

2 red camps
14 orange camps
6 green camps
Macro style map with cityscape mercamp selling troll high priest, NI base distance and super lit creeps!

full
full
ver 1.1
- added 2 more gold mines
- added 2 more orange camps ( drops charged lvl 3 )

ver 1.2
- map corners got pulled in, size is now 104x104 (same as TR)
- charged 4 item drop camp added furbolg shaman
Contents

Lotus Blossom 1.2 (Map)

Reviews
mafe
This is a solid map, but even for its intention to be a 1v1 macro map, I still feel that it is too large. The base distance might be ok, but the outer areas of the just are very far away and will rarely ever see play. The downside of such a large map...
Level 26
Joined
Jan 4, 2020
Messages
364
Interesting map the slope var remind me of Arathor.
for a competitive map the size is too big. It should be around 90x90 +-5 follow Meerel word.
no charge 3 item for late game. and only one c4 for in the middle. seem like who clear that marketplace gonna gain lot of instant potion from the camp and strong sup late game.
merc camp you did custom it? also those red felwood trees how does the map state as melee map? I mean the editor should be able to detect the change :peasant-confused:
 
Level 13
Joined
May 18, 2019
Messages
101
@Zucth All of your concerns are very true. I can add in couple more mines and call it a macro map :piru: merc camp is default cityscape one. I'm also surprised that textures can be changed without breaking the melee map condition.

edit: map updated
 
Last edited:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This is a solid map, but even for its intention to be a 1v1 macro map, I still feel that it is too large. The base distance might be ok, but the outer areas of the just are very far away and will rarely ever see play.
The downside of such a large map is that player will spend a lot of time walking around, which will feel inefficient. And it makes the chances of finding the enemy less likely, so overall it could leave to passive play. Which isnt really tha case on any of the current maps, no matter which one label as "macro maps".
Visually, the map looks like a RoC map, and reminds me of Arathor. Both is fine, but tit could benefit from some more visual structure that gives you an clear indicator where you are on the map. I wonder, how did you change the tree color? I didnt find it out in the editor.....

Regarding gameplay, layout, creeps and items are all fine.

Map approved.
 
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