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(8)Timeless Dalaran

Submitted by Zucth
This bundle is marked as approved. It works and satisfies the submission rules.
(8)Timeless Dalaran V1.02
Player Suggest: 4v4, Team
Modify version of Felaras
Map Creator: Zucth

Neutral Building:

6 Merc [Dalaran]
2 Gob Lab
2 Gob Merchant
2 Tavern

Creep:

16 Green
24 Orange
2 Red [+8 Player Base]

Information:
Similar with?

-Design similar to (8)Felaras but different cause
+Mid red that make the game no longer available for FFA,
+Give player more than one way to enter the base
+More Neutral Building (I still have GL that bother me about the map balance and how it design for have him here could be OP).

Strategy?
-All Mid Orange Horizontal Creep will all drop Lv.4 permanent which will cause the gameplay in the late game. [felaras mid camp]
-No one allowed to camp Neutral Building. (No build able tile and tree.), make ward possible working here.


1.0
-Publish on hive
1.01
-creep change in a good way[decrease cursed casting]
-remove one merc camp and move to middle
-closed up the outside [cam]
-remove outland dust particle.
1.02
-switch item drop, per4 will drop from the highest lv unit in the camp.
-move some units and neutral building[aggro fixed]
Previews
Contents

(8)Timeless Dalaran (Map)

Reviews
mafe
So for reason you may be aware from discord, I'm remember to check out the new 4v4 maps here on the hive :) This one is rather basic though and while there are no outright mistakes, it also would probably results in rather predictable games if played...
  1. mafe

    mafe

    Map Reviewer

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    So for reason you may be aware from discord, I'm remember to check out the new 4v4 maps here on the hive :)

    This one is rather basic though and while there are no outright mistakes, it also would probably results in rather predictable games if played on ladder. It reminds of a smaller version of the 10 player blizzzard map Raging Stream.

    Notes:
    1. The terrains would benefit from more variety.
    2. Imho there could be some more critters.
    3. At the westernmost camp camp on the lowground white middle area, the lvl 4/lvl 1 items are dropped by other units than on the equivalent other camps.
    4. Other than that, the itemdrops are good.
    5. The undefended merc camps are interesting, but probably not a problem.
    6. The creeps at the shops and labs will attack if player units walk too close by accident.

    So overall, there is only one real issue (6). For a 1v1 map, this and probaby some others would be not acceptable, but 4v4 maps dont have to be that perfect. So map approved. Nevertheless, feel free to fix 6, but overall, it would make more sense to invest your time into improving other maps.
     
  2. Zucth

    Zucth

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    I think you are right though, and if it possible I would like you to set my (2)Corrupted Ruins to substandard. after a while I see a lot of mistake I did in that map. Ty
     
  3. mafe

    mafe

    Map Reviewer

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    I'll look at it soon (tm).