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(2) Drake Nostrum


🐉DRAKE NOSTRUM🐉
Visitors to this basin seek the treasures best hidden by dragons. Be alert.


Map information
Ashenvale / Lordaeron Summer​
Small (124x124 Playable - 128x128 full)​
1v1​
Features
  • 2 Icecrown Glacier mercenary camps
  • 2 Laboratories
  • 2 Shops
  • 1 Market
  • 2 Taverns
  • 2 Fountains
  • 2 Spawns
  • 10 Expansions
  • 5 Red camps
  • 18 Orange camps
  • 8 Green camps
Author's Notes
I wanted to make a big map for 1v1 that could be a mix of (4) Turtle Rock (in terms of expansions and water areas) and (4) Twisted Meadows (lot of neutral buildings and red camps). It mixes creeps from different tilesets.​
Version log
Changed Dalaran tilesets to Ashenvale tilesets.​
Switched from Outland to Icecrown Glacier Mercenary camp.​
Stylished every single corner of the map with Lordaeron and Ashenvale doodles.​
Goldmine + Shop area split in two.​
Added extra low level water.​
Changed tree positioning. Now it looks more handcrafted, less square palette-like.​
Modified spawn areas.​
Changed creeps.​
Changed creep areas in order to avoid creeps running on your army.​
Contents

Drake Nostrum (Map)

Reviews
deepstrasz
There are some spaces between trees especially where rock chunks are which could be abused with summoned units and moreover with Zeppelins (leaving ranged/siege units there). Of course, you could always use such shady tactic with the Keeper of the...
Level 18
Joined
Apr 5, 2011
Messages
342
Congrats on the first place :)

 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,676
  1. There are some spaces between trees especially where rock chunks are which could be abused with summoned units and moreover with Zeppelins (leaving ranged/siege units there). Of course, you could always use such shady tactic with the Keeper of the Grove's Force of Nature.
  2. Two expansion mines near each other might be a bit too much for fast expanding factions like humans using militias, night elves ancients and undead Skull of Sacrifice (ziggurats+regen). Generally there's a lot of mines. Nice that you could choose but could proves unbalanced for some factions especially if the mines are too close to the main bases. Not only that, you have a fountain of health right near a mine.
  3. On such a map, the ship doesn't really help but annoy the other player with in and out hit and run tactics since there are definitely no islands or deep water parts (which would be more annoying in some cases). However, it's nice you can choose to either annoy by Zeppelin or ship :)
  4. Tad weird that there are gates opening up to or closing the path to trees.
Judges complained the map is big but say there's a lot of opportunity in gameplay (Hive Cup 2023: Melee Mapping Contest #9 - Results). I agree, it's rich in many things which is good with the proper tweaking-balancing.
I generally appreciate the creativity though.

Approved.


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