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Bamboolize

Bamboolize
Player Suggest: 1v1
Map Creator: Zucth
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Map Description:
A forest of it. This place is a jungle, I see no truth.

Neutral Building:
6 Expansion Goldmines
2 Tavern
2 Goblin Merchant
2 Lab

Creep Camp:
4 Green
6 Orange
0 Red

Information:
-playable size 112x72.
-sadly there is no blight bamboo animation from them.

v.hotfix, move tavern a bit.

Model Credit:
-"Bamboo" by HerrDave
-"High Bamboo" by eubz

Creator Note:
-this map has used custom doodad.
-I know that this "Soft-Altered-Melee" is not really approved on Hiveworkshop. If it's down, it's down.
-If there is new map of the same kind it will be released in this place. As for now the name & pack.png remain a place holder.
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Bamboolize (Map)

Reviews
Remixer
Review - Bamboolize (Version February 27th 2025) Synopsis: Bamboolize is a two-player melee map featuring bamboo trees (which are normal trees with new look). The terrain work is beautiful and typical to Zucth's quality, the map is an excellent pick...
Review - Bamboolize
(Version February 27th 2025)
Synopsis: Bamboolize is a two-player melee map featuring bamboo trees (which are normal trees with new look). The terrain work is beautiful and typical to Zucth's quality, the map is an excellent pick for a one-on-one match.
Map Aesthetics: Aesthetics look good. Bamboo is used well in combination with Sunken Ruins objects, while the rest of the map is an unusual mixture of tropical and dark tones. Good job. I am puzzled by the city tiles under shallow water - is this just for colour tone or is there a reason for this (does not look very organic). Overall strong job with the terrain work.
Map Layout: very nice layout. Clear yet pretty and effective. Properly mirrored. I'm a little concerned about the top-most Tavern as the hero is rather easy to be blocked between the ruins walls and the Tavern itself (as they have this little 'spot' for him.
Neutral Objectives: As always, brilliant job with the creep strength and placement. Good job.
Map Gameplay: A quality melee map once again. I don't have an issues with custom skin objects. A lot of people do, but that's on them.
Comment: Further note, if you want the map to classify as melee, even in Editor, you can do this by replacing the skin of any normal object with a custom import (in this case the bamboo tree wall). You can just overwrite what a tree wall looks like by defining the Bamboo import path as that object model path - voilá: you have a bamboo ingame, but no custom objects and the World Editor sees the map as melee again.
 
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