Changed amount of gold in gold mines
13/01/2019
Added doodads and added dirt to bandit side
Remove ramp for bandit camp and widen streets of the residential area
Post Contest:
19/01/2019
added trees on the northern walls
Terraing:
added energy fields doodads (sightly elevates terrain)
Tileset changes
center grass areas are now small hills
'damaged' roads south west have negative indents
26/01/2019
added buildable terrain near shops for NEs
replaced dragon whelps at expansion GM with rogue
Increased northern wall to prevent mortar teams for wiping most of the camp
removed taverns near starting base and moved it to the middle.
Removed middle creep camp
Increased map size
Moved surrounding middle camp into small coves and wont block pathing anymore
lowered starting base to make it less easy to defend
02/03/2019
brought back middle fountain (with creeps) and starting base ramps cause it made me feel weird otherwise.
Moved taverns closer to starting bases but not as close as previously
Added Goblin Laboratory where shops used to be
Moved shops to the diagonal of the map in order to get them a bit closer to the action
Increased creep drop and gold mines gold at corners to make them more appealing.
More terraing and critters
04/03/2019
removed neutral skeletons
switched mercenary and Goblin Laboratory as mercenary camp seems more appropriate for bandit rather than mages