(4)Ancient Canyon

(Story)
Hidden way beneath the earths crust lies a creature known to sneak through tunnels, he lurks without warning. In the darkness it hunts its prey, there is no where to hide. Watch which tunnel you take, it may be your last.

(Tactics)
Build your base and train units to destroy your opponents, kill hostile creeps to help you get stronger in the fight!

(Map Specifics)

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Players
4

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Creep Camps
8 20 0

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Neutral Buildings
5

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Gold Mines
8

-Uploaded




(Authors Notes)
Please credit me if you use this map anywhere, thank you.
Previews
Contents

Ancient Canyon (Map)

Reviews
deepstrasz
Might be too few creeps for 4 players. All in all a really nice map. Approved. ==================================== Always check/recheck the Map Submission Rules! (Map Submission Rules) If you want more reviews, come here: The Grand Review Exchange!
Pinzu
If you like larger maps and a slower pace than this map is for you, it feels more like a 4v4/FFA map than your typical 2v2/1v1. Ontop of that it has a very clean design and looks exactly like what you would expect if it were official Blizzard content...
Level 29
Joined
May 21, 2013
Messages
1,636
I was looking and I think is perfect,the is terrain really nice, those waterfalls in the center and lateral makets have its work, you have space, you have a lot of wood, loot is standard, the cliff and the roads are also very interesting, everything is in place. I wanted to spot bugs or forms to improve and I have none, you can always add more things but as it is is very complete.


A perfect map 5/5

edit: well is 98,5 perfect, I would like you to move the mercenary camps a bit in order to avoid units being trap when they spawn behind the building, that can happen if your army is surrounding the building, a low chance bug but an annoying one, it can happen with taverns too.
is just two secs to fix

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Level 15
Joined
Nov 30, 2007
Messages
1,202
If you like larger maps and a slower pace than this map is for you, it feels more like a 4v4/FFA map than your typical 2v2/1v1. Ontop of that it has a very clean design and looks exactly like what you would expect if it were official Blizzard content. However a point of improvement and what lowers the rating I give, is the creep design, which I think needs a little more work. If you improve this aspect of the map it's a guaranteed 4/5 or possibly higher.


Discussion

A point of improvement from my perspective would be to rethink some of the creep camps, what they drop and where to place them.

I tested playing for 5 min and it plays very much like a 4v4, you are given basically 3 options:

1) Do i harras him and risk falling behind in exp and items? Small insentive to do this.

2) Creep the default route, green camp, Furborg and Sasquatch. The biggest risk being the last one, which still drops the same thing as the goto second camp.

3) Creep an alternative route with futher distances between location. Puts the enemy off your track, costs time, gives almost the same drop as the default route. Small insentive to do this.


What I'm trying to say is this: The way you have placed your camps, and the fact that almost all drops give Tome 1 (or 2) and Random permanent level 3 item there is little insentive to do anything other than be the one that creeps the fastest, which is typical in FFA and 4v4, 3v3. The only exception to this are the creeps at the Mercenary Camp which is incidently the best drops in the game. (Good placement of this camp).

Also if you consider what items are dropped in the category "Random Permanent lvl 3" it's a list of very strong items and creates for some serious potential of match-up imbalance.
  • Boots of speed
  • Claws +9
  • Pendant of Energy +150 mana
  • Perpret of Vitality +150 hp
  • Ring of Protection +3
  • Ring of regeneration +2hp/sec

Suggestions
  • I would place higher reward items futher away from the player and closer to the center, and lower reward items on the opposite, one possible change would the the furborg camp.

  • You could utilize the fact that you have so much room in the middle and place jucier camps there, makes for more competition and the best maps that has survived the test of time typically do this.
  • Add 1 or 2 red camps, possibly where the mercenary camps are right now. Another option would be to have two taverns on the left and right sides and create a "Winner take all" camp in the middle. 3 Magical Rock Golems would be my camp of choice, or are they called Granaite Golems (don't remeber).

  • Add another green camp closer to the base.

  • Change the varity of item drops, look at twisted meadows for an example of good varity.
 
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