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Arid Dominion

Submitted by Mr.Henci
This bundle is marked as approved. It works and satisfies the submission rules.
Arid Dominion

Map Description


Inhospitable plains of Outland do not spare any weaklings. Are you willing to sacrifice lives of your men to conquer this piece of rubble?

Arid Dominion is 1v1 player map.

Contains:
-13 500g base (2x) 13 000g exp(2x)
- 6 green camps
-10 orange camps
- 2 red camps
- 1 Tavern
- 2 Goblin Merchants
- 2 Mercenary Camps
- 2 Goblin Laboratories​

Screenshots

Screenshot #1
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Screenshot #2
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Screenshot #3
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Screenshot #4
[​IMG]


Changelog

Version 1
[2019-10-15]



    • Map Uploaded.

Version 1.1
[2019-10-18]



    • Fixed spawn locations
    • Red camp was changed so undead players don't have advantage


Author's Notes
There seems to be a lack of Outland 1v1 maps, so hopefuly we can get one or two balanced enough to be played online.

Have any suggestion? Please write a comment. I am opened to any ideas. Have a nice day!
Previews
Contents

Arid Dominion (Map)

Reviews
mafe
So, is this a 1v1 version of Hellfire Plateau? I'm missing the 9-6-6 mini Archimondes ;) I've got a few comments/questions about gameplay: -Expansion creeps seem annoying (for humans) to creep with cleave and damage reduction. -Outland merc camp is...
  1. Wazzz

    Wazzz

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    Nice, always love seeing more Outland maps :D
     
  2. btp|Lancer

    btp|Lancer

    Joined:
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    I like the map a lot. Symmetry looks perfect. I find hard to see in this tileset but not that hard in this map. Probably because its small. Creeps, camps everything looks amazing.

    I could check out the map against A.I. Some stuff I would like to add:

    • Both main bases are set wayyy further to the gold mine than it should be. I destroyed my own townhall, and I could rebuild it way closer to the gold mine (2 cuadrants closer to the gold mine, to be precised)
    • I'm not sure why, (probably the tileset), but creep camps are DAMN hard to kill. Greens are okay, Oranges a bit hard, but the Red one.. jesus christ. That level 10 mistress of pain using coil, possession, hitting hard and AOE.. my god. Grunt suffered, but weak units.. my priests melt

    Overall, GREAT JOB :peasant-cheers-back:
     
  3. mafe

    mafe

    Map Reviewer

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    So, is this a 1v1 version of Hellfire Plateau? I'm missing the 9-6-6 mini Archimondes ;)

    I've got a few comments/questions about gameplay:
    -Expansion creeps seem annoying (for humans) to creep with cleave and damage reduction.
    -Outland merc camp is of course a potential problem for highlevel balance. What do you think about it?
    -What's the idea behind many forest edges being rather frayed (yes, I had to use google to find this word)?
    -Did you find out what makes the Draenei Harbringer use their disruption ray ability?
    -Itemdrops seem fair. Creeps will always look harder if you dont know what exactly to expect from them.
    -Siege units can attack the expansion from behind by clearing trees, is this intented?

    Technically, this map is flawless and with just minor questions about gameplay therefore Approved.
     
  4. Mr.Henci

    Mr.Henci

    Joined:
    Nov 6, 2013
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    Kinda, wasn't sure about using that creep camp, since it feels pretty nasty in 1v1. I will think about it.
    Will look into it.
    I think that forest troll would look kinda out of place ;) (Not sure what unit could cause big imbalance, but I guess players will hate everything non-LordSumm nowadays.)
    Does he not cast that spell? I didn't playtested for long, - will have to check on that.
    Kinda, it was a compromise between expo location and map size. Do you consider it a problematic feature?
    I don't know, I might have gone little overboard with it, but I usually hate long straight tree lines, thus I try to break it a little. Wisp hiding could be a little problem, but I guess I went more with visuals than gameplay with it. I can fill up the gaps if more people will demand it.

    Thanks for approval.