(2)Clinfvs v1.1

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Clinfvs
Player Suggest: 1v1
Map Creator: Zucth

327190-45f390a807406fa2ed84c7d0d25dc878.png

Map Description:
Rip and tide along the width, low and high, tall the sight. A sand cliff upon a stonefall, this is Clinfvs.

Neutral Building:
6 Expansion Goldmines (All - 12500)
2 Tavern
2 Goblin Merchant
2 Merc - L.Fall

Creep Camp:
4 Green
12 Orange
2 Red

Information:
-playable size 141x98, real size will be smaller cause of the unusual shape.

Thought of the perfect 1v1 Macro map, Twisted Meadow full of big item and strong contest middle create interesting gameflow for both player and people who watch the game. While have extra strong item for late game far away from everything and hard to go to. Without a perfect timing it's impossible. Thought of how it played out and how the gameflow move around. I decide to look for another creeping route which is on Conceal Hills green camp. 10(p2) -> 7(tome). for early raid. while pushing mid green camp to be tough to avoid BM dominate, with mass item and timing and still possible for other race such as UD to play aggressively. Early fast expo isn't possible take from CH, I'm not trying to go to hard with double poison like on original. Lastly put Mercenary camp in a weird spot, connect to both expo easy to creep but not too much to both HU and UD cause of poison. Open up for both push and defend situation and contestable spot. The idea of middle contest spot take from "The Crucible". Tavern placement in between chokepoint fighting over shop or short rotate. Red spot deep outside but not a dead end. Make it more contestable and not too one side when coming into creepjack topic.
.
while take everything in and made it out this way, we will never know will this work well in real situation.

v1.0
-upload
v1.0 hotfixs
-fill the empty gaps around
v1.1
-update visual (cactus)

Creator Note:
-Someone did a complain that my last year 1v1 map feel too small and all the same.
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Contents

Clinfvs v1.1 (Map)

Reviews
deepstrasz
Too easy to rush due to small distance between start locations and/or direct/straight path in between. The map borders look ugly like triangles because of the oblique design. They could be hidden by not being able to directly move near them...
Level 8
Joined
Jun 15, 2013
Messages
122
Hello there

You need to fix the holes behind trees on the first expand, both sides
And put some pathing blockers on the mountain, just in case some tricky maeiv would blink in there

Could also add some Grassy Dirt to mix with the Dark Grass and render it smoother, the tiles transitions aren't really worked on
Same for the rocks, too much rocks not enough side doodads

And you need to fill up pathing blockers around sanctuaries too

On the good side, creep camps are well balanced imo and item drops fit according to it
Nicely done there
 

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deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,213
Too easy to rush due to small distance between start locations and/or direct/straight path in between.
The map borders look ugly like triangles because of the oblique design. They could be hidden by not being able to directly move near them.

Approved.


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