Alabaster Route

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Name: Alabaster Road
Players: 2
Playable size: 96 x 104
Tileset: Lordaeron Summer
So this is a standard bread-and-butter lord summer map. The only twist is that the terrain looks asymmetric (but in reality isn't). One player starts on the forest side, one on the peninsula. I'm not too happy with the look of the road, but I wouldn't know how to improve it either. I'm also not 100 % set on the name.

The creep camps are pretty basic: Mostly orcs and trolls. I'm thinking of pushing the merc camps a bit further to the borders or the map. Some other creep camps might also still be too aggressive.

All criticism is welcome.

Enjoy!
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Alabaster Route (Map)

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deepstrasz
Red camps don't protect any mines. They should not have longest camp range to accidentally cause trouble to players. Towers don't give experience and no one wastes resources and time to build them to get the red camps if they have lowest camp range...

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Red camps don't protect any mines. They should not have longest camp range to accidentally cause trouble to players. Towers don't give experience and no one wastes resources and time to build them to get the red camps if they have lowest camp range. Night elves can use Ancient of Wars (they move opposed to towers and can dynamically be manoeuvred/stopped) so that won't be quite fair for the other players.
The minimap is quite counterintuitive because of the tileset/doodad asymmetrical arrangement.

Approved.


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Level 12
Joined
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104
Regarding the red camps: I understand your logic. The only reason I didn't have them on camp was because I once saw it like that on a Blizzard map and figured that it was like that for a reason. Now that I'm going through their maps I can't seem to find a single instance (apart from gold mine guards). Oh well... guess my mind is fading.

I've fixed it for the next version.

The asymmetrical terrain was intentional. I like to play around with that because nature itself isn't symmetric. My guess is that you get used to it after half a dozen games but if people reject it generally I'll refrain from it in the future.
 

deepstrasz

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Level 72
Joined
Jun 4, 2009
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19,457
The only reason I didn't have them on camp was because I once saw it like that on a Blizzard map and figured that it was like that for a reason.
Not all BlizzEnt maps are melee puristic. Some of them have been reedited over time.
My guess is that you get used to it after half a dozen games but if people reject it generally I'll refrain from it in the future.
You get used to them after playing a few times but at first glance they're not inviting in terms of minimap navigation. That does not mean you should refrain from the more natural feel as long as they are melee balanced.
 
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