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Silvermoon Forest

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Hello :)

This Map is based on the Undead Campaign Mission: Key of the Three Moons
https://wowwiki.fandom.com/wiki/Key_of_the_Three_Moons_(Warcraft_III)
I really liked the tileset on this one and its only used once as far as i can tell.
There are alot of Lordaeron Summer maps but not many design them as an elf map, so i tried that here.

I left the portal mechanic but added additional ways to move around the map. I also used Ashenvale creeps to make it more interesting.
Unusually this map has 12 orange spots, but i thought i had to add another one because the creeping felt kinda clunky without the orange wolf spot near the portal.
Please dont hate on the bridges, i wont remove them.

General Information:
Playable Size: 116x84
Players: 1v1
Neutral Buildings: 2 Shops, 1 Tavern, 2 Merchs, 2 Goblinlabs
Goldmine: 6 with 12500
Creepcamps: 6 green, 12 orange, 2 red

Creepinfo:
Green:
  1. lvl6 lvl1 permanent
  2. lvl8 lvl2 powerup, lvl1 powerup
  3. lvl9 lvl2 charged
Orange:
  1. lvl12 lvl2 permanent
  2. lvl14 lvl2 permanent, lvl1 powerup
  3. lvl15 lvl3 permanent
  4. lvl16 lvl3 consumed
  5. lvl17 lvl3 consumed, lvl1 powerup
  6. lvl18 lvl4 permanent
Red:
  1. lvl27 lvl6 permanent, lvl2 Powerup

Have Fun and enjoy the design while playing :)

Update:
- opened the area a little bit at the goblin lab
- swaped orange and green wolf creepspots
- pushed natural goldmines bag


I consider this map as finished. It wont get any new updates.
Contents

Silvermoon Forest (Map)

Reviews
WolfFarkas
1) I think you should remove those towers and farms if you want your map to fit ladder, also if you destroy those towers and get exp, thats a problem. I mean neutral passive buildings is one thing, and human campaing as neutral passive is other thing...
deepstrasz
The problem with those neutral buildings is that they appear as big black dots on the minimap and can confuse/obstruct. Maybe, you could make them not show on the minimap at all editing them in the unit editor. Place the satyr soulstealer in the back...
Level 29
Joined
May 21, 2013
Messages
1,635


1) I think you should remove those towers and farms if you want your map to fit ladder, also if you destroy those towers and get exp, thats a problem. I mean neutral passive buildings is one thing, and human campaing as neutral passive is other thing.
2) gob labs area are somehow IMO dead ends. hipotethically speaking, red wants to creep the gob lab, blue appears from the waygate to hijack it, no place to run. deadends should always be avoided.
upload_2019-5-12_22-48-56.png


3) another IMO: hipothethically if the blood mage can launch the fire thing murlocks have to go all the way around to reach the footmans, and or it may be also launched from the bridge. I now murlocks in water is the theme, but I would better try maybe something more safe. just to be safe.
upload_2019-5-12_22-58-58.png

4) I feel that orange is to near. I think it would be better a green creep, I also feel that the wall of trees is thin, so I would try to burrow creep it
well burrow creep it would be ok for a green creep.
upload_2019-5-12_23-3-35.png


5) I think the chance of agro is very high, I would increase the playbe size to pull those mines more far, to be safe of agro, so you can walk safe, scout safe,
upload_2019-5-12_23-7-46.png




overall I like the map, I like the enviroment, and I really like the waygates, is an interesting touch

I hope to help
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
  1. The problem with those neutral buildings is that they appear as big black dots on the minimap and can confuse/obstruct. Maybe, you could make them not show on the minimap at all editing them in the unit editor.
  2. Place the satyr soulstealer in the back so it won't cast mana burn on passing units.
  3. You could exploit the murloc camp with ranged units from up the cliff but I guess it's not that much of a deal because it'll take time.

Approved.


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Level 24
Joined
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Messages
2,558
The map looks good visually.
But i think the map has too many controversial features.
I'm not against using waygates or bridges, they have potential.
However those feature shouldn't be used anywhere near main areas where combat happens frequently.
Simply because of clunk, which is antithetical to competitive play.

If you have units underneath a waygate your opponent won't be able to target fire that unit.
Bridges have wierd and inaccurate pathing and it's easy for armies to clog up.
Especially the diagonal kind, because WC3 has really awful pathing when it comes to diagonal movement.
I've seen some maps allievate bridge use by adding a shallow water path besides or even using two bridges.
Something to keep in mind at least.
 
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