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Falfarren River

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Name: Falfarren River
Players: 2
Playable size: 116 x 88
Tileset: Ashenvale
This is a map that I originally made in 2012.

Was named River Bend once but I found Falfarren River to be a better name cause it's actually Warcraft lore and looks the same, tileset-wise at least.
Falfarren River

Enjoy!


=== Changelog ===

v02
- Fixed aggro range of some creep camps
- reduced the walking area at the two villages
- set aggro of red creep camps in the corners to normal

[...]

v06
- renamed map from River Bend to Falfarren River
- removed Market Places
- increased gold amount at secondary expo from 12500 to 15000
- set most creeps at gold mines to camp
- fixed some spots at the outer edges of the map where you could land a hero with zeppelin
- re-wrote map description
- removed large column doodads to prevent obstruction of view
- removed some trees near the tavern
- remixed all creep camps to heavily improve creeping routes
- removed the red camps from the corners and created new ones near the secondary expo
- replaced human settlement doodads with night elf settlement doodads to fit the theme of the map more
- added trees near the primary expo

v07
- remade creep camp at secondary expo
- remade red creep camp
- moved natural expo a little bit and changed tree line to protect it from enemy access
- narrowed tree lines at starting positions a little

v08
- moved gold mines from the corners closer to the center
- made the map smaller by cutting off at left and right side
- made the map smaller by sealing off the corners with trees
- relocated Murloc creep camp and remixed (buffed) creep composition
- relocated Goblin Shop creep camp and remixed creep composition
- relocated red Furbolg creep camp
- buffed red Furbolg creep camp
- buffed secondary expo creep camp from lvl 18 to 20
- fixed aggro from small turtle camp near base
- nerfed Merc Camp creep camp

v09
- made the top left and bottom right corners smaller
- changed red standalone creep composition
- swapped red creep camp and secondary expansion
- changed item drop at smaller turtle camp from lvl 1 permanent to lvl 1 powerup // ODER??
- fixed bottom Shop creep camp from attacking scouts
- fixed bottom Shop opening that allowed small units to reach the shop from behind
- replaced Gnoll Assassin at Goblin Lab creep camp with a non-poisoning creep and also slightly nerfed it
- nerfed Goblin Shop creep camp from lvl 17 to 15 to allow continued creeping after the two green camps
- nerfed natural expo creep camp from lvl 12 to 11
- made the Dire Wolf camp point more towards the map center
- made Merc Camp creep camp point towards the center of the map
- made Goblin Shop creep camp point towards the natural expo

v10
- fixed south natural expo creep camp
- relocated green turtle camp near the natural expo
- nerfed secondary expo creep camp from lvl 20 to lvl 18 / item drop unchanged
- nerfed red creep camp from 23 to 20 / item drop: lvl 5 permanent -> lvl 4 charged
- added some trees behind the Merc camp

v11
- completely remixed most creep camps, remade creeping routes
- relocated several neutral buildings
- relocated two creep camps
- made the walkable area around the tavern wider
Contents

Falfarren River v11 (Map)

Reviews
WolfFarkas
35% chance of agro, pull them back to be more safe 2) I dont like that paths of houses, seems like a trap. That shaman has 600 range, it may get you I would do this, more safe, when I have units with range 600 and range 500, I may consider...
deepstrasz
The turtles in the middle (north and south) are attacking scout units if sent directly from the base to the enemy base. Thus why it's important to consider the U shape partial creep camp surround @Ragnaros17 is many times mentioning. Approved. If...
Level 29
Joined
May 21, 2013
Messages
1,635


35% chance of agro, pull them back to be more safe
upload_2019-4-15_0-23-22.png



2) I dont like that paths of houses, seems like a trap.

upload_2019-4-15_0-23-45.png




That shaman has 600 range, it may get you

upload_2019-4-15_0-26-9.png



I would do this, more safe, when I have units with range 600 and range 500, I may consider the range 600 in camp mode,

upload_2019-4-15_0-27-4.png



very unique design.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
The turtles in the middle (north and south) are attacking scout units if sent directly from the base to the enemy base. Thus why it's important to consider the U shape partial creep camp surround @Ragnaros17 is many times mentioning.

Approved.


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Level 24
Joined
Nov 9, 2006
Messages
2,558
I really think should increase the map size here.
Just slightly increase the playing field by increasing the black boundary size, so that it isn't visible from the area you play in.
Then make the edges more pretty with some trees, bushes, whatever floats your boat.
For me it sticks out like sore thumb, you need more space behind the village area.

When it comes to visuals i really like the whole center area and bottom right half.
I'm not a fan of the asymmetry used in the upper left half.
Something about it just kills the aestethic of cleanliness found in the other half.
For example the marketplace in the bottom right just looks prettier than the one in the top left.
Something about ashenvale dirt just isn't appealing i think.

One thing i could see improved is the texture tiling.
I prefer the clean and ordered textures that occupy most of the map, so when you introduce the leaves around top left merc. i just don't like it.
You could do away with having more green around the map, maybe one area just have lots of grass.
As of now there are dirt paths everywhere, as if people have travelled all around this map.
I don't know, green is just nice, more grass please.
Everyone loves green stuff.

Not much else to say about gameplay.
Layout seems original and playable.
An ashenvale map is always welcome.
 
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