(4)White Shore v1.5

This bundle is marked as approved. It works and satisfies the submission rules.
(4)White Shore
Player Suggest: 2v2
Layout: Brightwater Oasis, Daralan Garden
Map Creator: Zucth

210006-3a6b091e20070a9cc84fbf039fe9d010.jpg

Map Description:
White Shore, name of the swamp between the great white cliff of limestone. The place where the two enemy guard their border line.

Neutral Building:
10 Goldmines (all - 12500)
2 Tavern
3 Goblin Merchant
4 Goblin Lab
2 Mercenary camp -Barrens
2 Marketplace

Creep Camp:
4 Green
18 Orange [+4 base]
4 Red

Information:
-Map have a size [120x120]
-double merc in the corner
-middle unguard goblin shop
-Tile color: brown, orange, white, red, pink, purple

v1.0 upload to hive
v1.1 change neutral b. + creep position, water color change (thank to Sayuri Tenshi, INSEKT and SaveOrcas for feedback).
v1.2 remove Mercenary camp.
v1.3 remove middle c2,pw1 immolation. buff melee units.
v1.4 change the name from white guard to white shore
v1.5 nerf most of the late game camp from being too OP. fix all the things Mafe has mentioned other than the tileset :3
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(4)White Shore v1.5 (Map)

Reviews
mafe
The first red map in a long time :D Seriously I think this is a great map. I dont know if it was part of the w3c mappool discussion with respect to 2v2, but before the next season, you should bring up this map (because I'm not trusting my own memory...

mafe

Map Reviewer
Level 23
Joined
Nov 2, 2013
Messages
867
The first red map in a long time :D

Seriously I think this is a great map. I dont know if it was part of the w3c mappool discussion with respect to 2v2, but before the next season, you should bring up this map (because I'm not trusting my own memory to do so myself. Feel free to point out I recommended the map).
Ofc the tileset will still be disliked by a decent amount of players. In case this would become the major issue holding the map back, maybe consider changing the tileset. Btw imo it's weird to call the map "white cliffs" when despite there indeed being white cliffs, the overall impression is still dominated by the general red color scheme.

In terms of gameplay:
1. I really like the layout (maybe because you took Brightwater Oasis as an inspiration, so I have some bias....). Perhaps the map could be 5-10% smaller, but I'm not sure.
2. There isnt all that much to compete for in the middle of the map early on (only the lvl 11 dreanei/skeleton camp). This isnt necessarily an issue, but for the first few games I suppose it makes the map a little harder to figure out for aggressive players, since there are few camps that they can realisitically steal away from their opponents.
3. Some of the lategame creeps are relatively crazy, but for 2v2 they should still work.

Only the itemdrops could maybe be reconsidered:
4. The 2c/1p itemdrop is a quite strong reward relative to all the camps that drop it.
5. For being so far out of the way, the reward for the corner shops isnt that great. How about switching the rewards with the eredar camp in front of the shops?
6. Given the recent tendency to reduce the amount/value of powerups, imo at the labs a lvl 1 powerup might be enough, since that the camp should be really safe to take.

Map approved.
 
Level 20
Joined
Jan 4, 2020
Messages
270
The first red map in a long time :D

Seriously I think this is a great map. I dont know if it was part of the w3c mappool discussion with respect to 2v2, but before the next season, you should bring up this map (because I'm not trusting my own memory to do so myself. Feel free to point out I recommended the map).
Ofc the tileset will still be disliked by a decent amount of players. In case this would become the major issue holding the map back, maybe consider changing the tileset. Btw imo it's weird to call the map "white cliffs" when despite there indeed being white cliffs, the overall impression is still dominated by the general red color scheme.

In terms of gameplay:
1. I really like the layout (maybe because you took Brightwater Oasis as an inspiration, so I have some bias....). Perhaps the map could be 5-10% smaller, but I'm not sure.
2. There isnt all that much to compete for in the middle of the map early on (only the lvl 11 dreanei/skeleton camp). This isnt necessarily an issue, but for the first few games I suppose it makes the map a little harder to figure out for aggressive players, since there are few camps that they can realisitically steal away from their opponents.
3. Some of the lategame creeps are relatively crazy, but for 2v2 they should still work.

Only the itemdrops could maybe be reconsidered:
4. The 2c/1p itemdrop is a quite strong reward relative to all the camps that drop it.
5. For being so far out of the way, the reward for the corner shops isnt that great. How about switching the rewards with the eredar camp in front of the shops?
6. Given the recent tendency to reduce the amount/value of powerups, imo at the labs a lvl 1 powerup might be enough, since that the camp should be really safe to take.

Map approved.
it was being discuss in the w3c map pool but they say the map isnt good enough. I believe that it was because how crazy the creep was. I might update it with other of your feedback soon. Thank as always!
 
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