deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 19,457
- Terrain is flat.
- Artificially placed trees (in a line).
- Trees are placed in such a way that it makes it hard to gather wood. Basically, not enough lumber in bases. Also, Acolytes are easier to kill this way too (especially by Blademasters). Trees around the mine are usually put to protect them.
- Mine creeps should have the longest camp range. They should engage player units from a distance not when close to them.
- It's bad to have ramps with buildable terrain if they are the only way to a player. That means, the path can be blocked/exploited by towers+supply buildings.
- There should be no space between trees so small units like workers, Footmen, Ghouls or Archers to pass through.
- Fountains are usually controvertible. Here, there are even two near each other. Maybe in 1v1 it would be more problematic. However, this creates a King of the Hill type of play which means pretty much forcing players to dominate the middle most of the time.
All in all, more space through where armies can go without being forced to kill creeps and more trees for lumber where mines are.
The concept is interesting.
Awaiting Update.
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How to create Melee Maps
General - Melee Maps like the Professionals
Competitive Melee Map
Melee mapping - The reasons behind common aspects of competitive 1v1 maps
PATHING
Pathing - Everything about it
[Terraining] Alternative Pathing Technique
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Triggers - Memory Leaks and Custom Scripts
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