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Astranaar Outskirts

ASTRANAAR OUTSKIRTS (AO)


DESCRIPTION

At the edge of Ashenvale lies a once-peaceful grove, now disturbed by unknown forces.
Many intruders encroach upon this sacred land.
Whispers echo through the trees, and the moonlight reveals more than shadows.
Only the vigilant will survive the dangers.

Astranaar Outskirts is a 1v1 melee map designed in SD graphics for GoodGame Map Maker contest.


NEUTRAL BUILDINGS
-1 Tavern
-4 Expanding Goldmines
-2 Lordaeron Summer Merc. Camps
-2 Goblin Merchants
-2 Goblin labs



CREEPS
-6 green creeps
-12 Orange creeps
-4 Red creeps


FEATURES
  • Green creeping route is designed to get the players to the tavern area and may have an early engage there.
  • The edge gold mines have less gold and have stronger guards than the goldmines near the center, to encourage players
for a more agressive expanding.

CHANGELOG
First upload 1.00v.
1.01 changed starting positions to kitty corner position.


Credits
Map made by WolfFarkas.

Special Thanks
Figglewig; Knetch for giving feedback to improve the map.
Previews
Contents

Astranaar Outskirts (Map)

Reviews
Remixer
Review - Astranaar Outskirts (Version May 8th 2025) Synopsis: Astranaar Outskirts is a melee map for two players, featuring the Ashenvale tileset. The layout offers various routes around the map, with gold mine positioning that encourages active and...

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,115
Review - Astranaar Outskirts
(Version May 8th 2025)
Synopsis: Astranaar Outskirts is a melee map for two players, featuring the Ashenvale tileset. The layout offers various routes around the map, with gold mine positioning that encourages active and aggressive gameplay. A functional map that follows standard melee gameplay rules.
Map Aesthetics: The overall aesthetics are nice and clean. Ashenvale (with small customizations) works beautifully, albeit the terrain looks a bit too smoothened out - it lacks contrast, as the grasses are blended almost completely, with very few sharp transitions, likewise the cliff and height variation is very muted (smoothened). I'd encourage you to check some other maps to see how contrast can be used to bring some details or elements to the front, while blending others to the background. The tile usage, while good, could also be less predictable, as the same rough ruins dirt paths go everywhere in the map with the same tile blend surrounding it in the same order everywhere. The shallow water areas (surrounded by the dark stone) are perhaps the only distinct areas on the map that really pop out. Despite my critics on the aesthetics it looks nice and is overall a solid job.
Map Layout: The layout works as it is very open and small patches of forest create a maze-like corridor layout where distinct levels or areas do not really exist - everywhere is accessible from everywhere. This is functional, yet it can lack strategic points - thus it's good you considered some keypoints of interest with the gold mince placement and creep placement. The choke points on the map (especially near the center area) are really narrow and are quite restrictive. The central gold mines, while in more close proximity of enemies, are quite sheltered due to these narrow corridors and they are perhaps not as dangerous to take as one might initially think (the enemy really has only one favorable direction to attack from, and that's from the 'wrong' side of the expansion. Overall the layout is acceptable. Could be spiced up with more high/low grounds or more strategic pressure points.
Neutral Objectives: The creep camp placement looks good and item drops seem to be of appropriate strength in regards to the creep camp strength. Good work. The goblin laboratory camp is very heavily guarded, and I wonder if it is intentional? On one hand, early access to goblin laboratory is nice, but on the other hand this map has mostly trees as obstacles and it's perhaps not even a smart idea to cut down the protective walls on your own side of the map (you could actually add other obstacles than trees, as this is quite considerable on the map). Double permanent level one drop from central green camps is acceptable, but it can be quite a hinderance if random chance does not favor you. Overall the neutral placement is solid and of good quality.
Map Gameplay: Functional melee map for two players. Doesn't necessarily bring much uniqueness onto the table. Acceptable. Approved.
 
Level 30
Joined
May 21, 2013
Messages
1,646
Review - Astranaar Outskirts
(Version May 8th 2025)
Synopsis: Astranaar Outskirts is a melee map for two players, featuring the Ashenvale tileset. The layout offers various routes around the map, with gold mine positioning that encourages active and aggressive gameplay. A functional map that follows standard melee gameplay rules.
Map Aesthetics: The overall aesthetics are nice and clean. Ashenvale (with small customizations) works beautifully, albeit the terrain looks a bit too smoothened out - it lacks contrast, as the grasses are blended almost completely, with very few sharp transitions, likewise the cliff and height variation is very muted (smoothened). I'd encourage you to check some other maps to see how contrast can be used to bring some details or elements to the front, while blending others to the background. The tile usage, while good, could also be less predictable, as the same rough ruins dirt paths go everywhere in the map with the same tile blend surrounding it in the same order everywhere. The shallow water areas (surrounded by the dark stone) are perhaps the only distinct areas on the map that really pop out. Despite my critics on the aesthetics it looks nice and is overall a solid job.
Map Layout: The layout works as it is very open and small patches of forest create a maze-like corridor layout where distinct levels or areas do not really exist - everywhere is accessible from everywhere. This is functional, yet it can lack strategic points - thus it's good you considered some keypoints of interest with the gold mince placement and creep placement. The choke points on the map (especially near the center area) are really narrow and are quite restrictive. The central gold mines, while in more close proximity of enemies, are quite sheltered due to these narrow corridors and they are perhaps not as dangerous to take as one might initially think (the enemy really has only one favorable direction to attack from, and that's from the 'wrong' side of the expansion. Overall the layout is acceptable. Could be spiced up with more high/low grounds or more strategic pressure points.
Neutral Objectives: The creep camp placement looks good and item drops seem to be of appropriate strength in regards to the creep camp strength. Good work. The goblin laboratory camp is very heavily guarded, and I wonder if it is intentional? On one hand, early access to goblin laboratory is nice, but on the other hand this map has mostly trees as obstacles and it's perhaps not even a smart idea to cut down the protective walls on your own side of the map (you could actually add other obstacles than trees, as this is quite considerable on the map). Double permanent level one drop from central green camps is acceptable, but it can be quite a hinderance if random chance does not favor you. Overall the neutral placement is solid and of good quality.
Map Gameplay: Functional melee map for two players. Doesn't necessarily bring much uniqueness onto the table. Acceptable. Approved.
"The tile usage, while good, could also be less predictable, as the same rough ruins dirt paths go everywhere "
Just an opinion, in competitive melee, have one single type of tile as "Road tile" favours players to follow the road without the need of looking the minimap, some players praised me that idea.
(you will find I use that idea in all my maps for practical reasons)

as example a pro mapper used the Rought dirt of village tileset almost everywhere land and shallow water in this map (current WC3champions and battlenet ladder).


thanks for the review.
 
Last edited:

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,115
Just an opinion, in competitive melee, have one single type of tile as "Road tile" favours players to follow the road without the need of looking the minimap, some players praised me that idea.
(you will find I use that idea in all my maps for practical reasons)
While being consistent in tile usage is indeed good and provides clarity (for example, providing a visual cue when water transitions between walkable/unwalkable), there are different approaches in how consistency can be reached. Perhaps there is no correct way, but generally muted and too blended tile usage leads to a lack of contrast and provides a visually boring map.

In the reference map you linked the blending is way less extreme and visually more appealing: the smooth and rough dirt are alternated between randomly, yet they still indicate clearly the main pathways between the important objectives, while the smooth grass does not surround the dirt road completely - there are spots where the rough grass breaks the smoothness of the road, making the whole tile usage look at lot more pleasing due to the presence of contrast.
 
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