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(4)Impact

Description: A devastating crystalline meteor struck the Bloodmyst Isle. Scout out the surrounding area and discover the remenants of this impact.
Map Type: 2v2, FFA (Melee)
Map Size: 124 x 124
Tile-set: Dungeons,
Modified: Added Grassy Dirt(Barrens), Grass(Barrens), Light Dirt(Black Citadel), Leaves(Felwood), Dark Ice(Icecrown Glacier), Ice(Icecrown Glacier), Grass(Northrend), and Grass(Cliff Group 2 - Felwood); Removed Lava Cracks(Dungeon) and Lava (Dungeon)


Inspiration/Credit:
Bloodmyst Isle (WoW: Burning Crusade)

General Statement:
Small 4 player Melee, Bloodmyst Isle Map

Neutral Buildings:
Goldmines: 8, 1 per player
Goblin Laboratory: 4
Goblin Merchant: 4
Marketplace:
1
Mercenary Camp (Felwood): 4
Tavern: 4

Creep Camps:
Green(Easy): 16, Levels 7-8
Orange(Moderate): 24, Levels 12-18
Red(Hard): 1, Levels 30

Creep Re-Skins:
Forest Troll
as Archer
Ice Troll Priest
as Priest
Rogue Wizard
as Naga Siren
Sludge Flinger as Sorceress
Magnataur Warrior
as Blood Elf Lieutenant
Stonemaul Ogre
as Naga Myrmidon
Contents

Impact (Map)

Reviews
deepstrasz
I feel plague treants for green camps would be less hard on orcs/Grunts than on other tier 1 units. That along with the murloc nightcrawler is pretty tough indeed if you wanna creep fast. Kind of weird to have neutral hostile units have their...
I feel plague treants for green camps would be less hard on orcs/Grunts than on other tier 1 units. That along with the murloc nightcrawler is pretty tough indeed if you wanna creep fast.
Kind of weird to have neutral hostile units have their appearance changed to something they're not. It would have been better to just place the Campaign elves and naga instead. The sorceress or units which the players have are confusing to have as neutral hostile though, IMO.

Overall a lovely looking map. Has quite a few bottlenecks though for more than 2 players to fight/move through.

Approved.


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