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Northern Lands



It's not the cold, it's shaking. Whenever you blink, you are cold in the past.



Map Features

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
1082
208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
5
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Gold Mines
4
Changelog
- Fixed the spaces between trees.
- Hostiles now start with full mana.
- Got rid of the magic immune units.
- Removed fountains.
Have fun and enjoy! :)

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Northern Lands (Map)

Reviews
deepstrasz
There are spaces between trees. I don't think neutral hostile units should start with 0-low mana as it makes those particular units useless in early game. Only magic immune units in one camp creep is bad for early-mid game because heroes might only...
deepstrasz
Well, troll high priests and some ogre magi still have low mana. You have to set the mana percentage on them individually. Also, some Gnoll Wardens too. Still some problems with trees: Awaiting Update.
deepstrasz
Try as best as you can. Press P to see pathing. Approved.

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. There are spaces between trees.
  2. I don't think neutral hostile units should start with 0-low mana as it makes those particular units useless in early game.
  3. Only magic immune units in one camp creep is bad for early-mid game because heroes might only use summons on them and positive buffs on friendly units. Especially when all those magic immune units also cast spells.
  4. Fountains aren't bad if used properly, however, here because it's a 1v1 map and there are two fountains and they are too close to the main base and the expansions, it's too controversial.
Awaiting Update.


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  1. There are spaces between trees.
  2. I don't think neutral hostile units should start with 0-low mana as it makes those particular units useless in early game.
  3. Only magic immune units in one camp creep is bad for early-mid game because heroes might only use summons on them and positive buffs on friendly units. Especially when all those magic immune units also cast spells.
  4. Fountains aren't bad if used properly, however, here because it's a 1v1 map and there are two fountains and they are too close to the main base and the expansions, it's too controversial.
Fixed!
 
Last edited:
Now, if you think fountains are important for the map you should keep them or at least one. I was just advising against them being too close to bases.
Well, it's fine. I cannot place them elsewhere, thus it would be better to have mercenary camps instead.
About magic immune units, you don't have to remove all of them, just make sure not all of them in one camp are magic immune.
That's fine too for now, perhaps I'd reconsider them to have at least one magic immune unit.
 
Well, troll high priests and some ogre magi still have low mana. You have to set the mana percentage on them individually. Also, some Gnoll Wardens too.
Fixed!
Still some problems with trees:
I put every tree I could lol, but there seems to be still some tiny spaces (in the middle of some trees). :/
 
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