(2)Cocoonus v1.3

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Cocoonus
Player Suggest: 1v1
Map Creator: Zucth

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Map Description:
Ring of forest that shape like a cocoon. Its known for having terrible weather.

Neutral Building:
6 Expansion Goldmines
1 Tavern
2 Goblin Merchant
2 Merc - Cityscape
2 Fountain of Mana
2 Waygate

Creep Camp:
6 Green
10 Orange
4 Red

v1.1
-polish buildable path near water
-polish base trees line & space
-fixed creep aggro when chop trees green camp next to base.
-fixed lv11 orange camp trees line in front of the base (more thick)
-more visual decoration around. [for example: Tavern, Portal, Mercenary camp]
-fixed trees gaps on the outer ring shore. (non-playable area unless chop trees the whole shore)
v1.2
-replace curse creep with turtle make it easier to creep.
-replace shop lizard with necromancer (less cc), reskin with the red necromancer to highlight the creep.
*despite have the camp really close by, it's very hard to go anywhere. Due to it layout player consist on fighting all the time.
v1.2 hotfix
-reduce wind
v1.3
-move portal destination a bit further away from the portal.
-increase walking space behind the forest in between merc & hard expo.

Information:
-playable size 116x84
-map with gateway introduce as the core.
-There is no middle if corner is also a middle right?
Previews
Contents

Cocoonus v1.3 (Map)

Reviews
Remixer
Review - Cocoonus (Version January 25th 2025) Synopsis: Cocoonus is a two-player melee map with very unique layout. Both players are located mirrored across the center of the map, leaving an outer ring behind each base. Way Gates and relatively open...
Review - Cocoonus
(Version January 25th 2025)
Synopsis: Cocoonus is a two-player melee map with very unique layout. Both players are located mirrored across the center of the map, leaving an outer ring behind each base. Way Gates and relatively open map-access gives unusual map presence on this map.
Map Aesthetics: Very good and clear aesthetics. Very good use of classic assets. Very nice contrast on the beach areas with Lordaeron Dirt mixed in with darker tones of Felwood and Village. Goob job. Visual clarity is excellent and the environment looks consistent and natural. The layout also looks pretty (visually).
Map Layout: The layout is very interesting and it would be interesting to see this map play out. The outer-ring areas behind bases are interesting as they open up any angle up for assault thanks to the Way Gates, still, traditional direct attack is also possible and not hindered.
Neutral Objectives: Creep camp placement is good and visually pleasant. They fit the map thematically and create appropriate routes players can rotate through. The camps are quite mirrored, meaning players are unlikely to clash against one another while creeping, making the map more slow-paced. The fountains could be more secluded to reduce their power. The close promixity of Mercenary Camp with the Way Gate increases their value in hostile approach, rather than only a route to travel. The Goblin Merchant camps are quite powerful to take (gaining access to Merchant and Level 4 Charged with such a good location).
Map Gameplay: Very fresh take on this tile mixture. Beautiful terrain and layout, with good creep and neutral objective placement. Early expansion mine available, with an additional mine possible too. Very good job.
 
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