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Bleak Prospects

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Name: Bleak Prospects
Players: 2
Playable size:112 x 96
Tileset: Dalaran Ruins
Long time ago, this was an attempt of mine to create a map based on the rarely used Dalaran Ruins Tileset. I've dyed the water deep blue and added some Sunken Ruins doodads. Does that work for you?

I haven't had the time to pitch it to players and have it tested a lot, so feel free to check out what's still wrong with it - probably lots of things.

Enjoy!
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Bleak Prospects (Map)

Reviews
deepstrasz
Not sure if this deserves the max 5 but I see many creative points from having the gameplay interest on the middle but not only, to terrain and creep decision. Approved. If you want more reviews, you should participate in the The Grand Review...
WolfFarkas
1-The murguls can swim to the water if you and they move here and there, path blockers shoud avoid that. 2-the goldmine creeps level 13 with the orge magi, it may have a chance of aggro, I would recommend to move the mine more deep the U region...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Not sure if this deserves the max 5 but I see many creative points from having the gameplay interest on the middle but not only, to terrain and creep decision.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 29
Joined
May 21, 2013
Messages
1,635
1-The murguls can swim to the water if you and they move here and there, path blockers shoud avoid that.
upload_2019-3-28_21-57-30.png



2-the goldmine creeps level 13 with the orge magi, it may have a chance of aggro, I would recommend to move the mine more deep the U region.
upload_2019-3-28_21-56-40.png


3-The tavern area, the goblin markets and the high cliff with the big sword statues, are like hard to walk with a large army. I would try to make path more wide.
I think the choke points cliff may be traps for heroes.
upload_2019-3-28_21-49-12.png
upload_2019-3-28_21-52-6.png


IMO paths should be a bit more wide.

Well, I can only point that for the moment, so a very solid entry 5/5 too
 
Level 12
Joined
May 12, 2012
Messages
104
Thank you for your feedback.

Ragnaros17: (1) I have placed pathing blockers now - also in the outside areas where the road leaves the map, so zeppelins can't land units there. (2) The gold mines have been pushed back a little. (3) I have widened the paths in the center wherever possible. I could do so even more but let's see how it works out the way it is now.

Nudl9: You're right about the wards I guess, but I don't see how it could (or should?) be fixed. Cliffs always allow for nice warding opportunities.
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
I didn't mean it in any bad way, i just think thats the kind of units i'd use if i played on this map.
It's actually a good thing if you can make non-meta units relevant on one map when they usually aren't.
If you want to balance the vision on the cliffs, i think adding a few more trees for wisps and spots for humans to build farms would do it.
Limit pathable terrain though so humans cant stack towers anywhere though.
 
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