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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Beneath the Snowline

Submitted by Cigaro
This bundle is marked as approved. It works and satisfies the submission rules.
I've always wanted to combine the fall and winter tilesets and this is the result.

Basically, the starting positions are on two sides of a valley facing each other, and the natural expo is on the opposite hill. You also have an additional gold mine on an even higher plateau on your side but the creep spot there is ~ lvl 20. I've uploaded a sketch of the layout for you.

There hasn't been any testing as of yet.

I'm worried about some of the creep camps being positioned too aggressively, or they could be lured with a range unit from the area above them. Also, they're more or less random, I've just dropped what seemed intuitive.

Enjoy!
Contents

Beneath the Snowline (Map)

Reviews
Ragnaros17
1) the only major thing I can think being very maniac, is this situation in the tavern area. [ATTACH] [ATTACH] I would put the tavern here, and move that creep to other place or remove it. , I mean the tavern should have a better open area. 2) be...
deepstrasz
Some minor spaces between trees. Use the round/circle tool carefully when placing them. Green camps are at the back of the player bases which means early on there's potentially no PvP. Taverns are a bit too close to the starting locations. The...
  1. FranzVader_CZ

    FranzVader_CZ

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    WOW looks not bad... i have to try asap
     
  2. Ragnaros17

    Ragnaros17

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    review


    1) the only major thing I can think being very maniac, is this situation in the tavern area.

    upload_2019-4-11_11-51-51.png
    upload_2019-4-11_11-56-20.png
    I would put the tavern here, and move that creep to other place or remove it. , I mean the tavern should have a better open area.

    2) be carefull with those gaps.

    upload_2019-4-11_11-52-29.png
    upload_2019-4-11_11-53-7.png
    upload_2019-4-11_11-54-1.png
    you can always fill them with small doodads such cages, or a skull on a stick.


    the rest seems perfect
    the cliff complex, I can actually learn from this map,

    it deserves the 5/5
     
  3. deepstrasz

    deepstrasz

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    1. Some minor spaces between trees. Use the round/circle tool carefully when placing them.
    2. Green camps are at the back of the player bases which means early on there's potentially no PvP.
    3. Taverns are a bit too close to the starting locations.
    4. The Mercenary camp offers Purge, Slow and Bloodlust. Pretty controversial.

    All in all, much care was put in the making.

    Approved based on @Ragnaros17's review.



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  4. Ragnaros17

    Ragnaros17

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    agree purge and slow are redundant. both reduce speed, but in speed reduction slow is better, purged units regain speed with time, slow slows the same all the time.
     
  5. deepstrasz

    deepstrasz

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    Yeah but both at the same time can get your hero killed/surrounded with quick micro.
     
  6. Cigaro

    Cigaro

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    Ragnaros17:

    The merc camp was a mistake actually, after discussing the issue with other mappers (and reading Mafe's guide in particular) I had already decided to use the Lordaeron summer merc camp. Just forgot to switch them. Thanks for spotting it, I'll fix it for the next version.

    I'm very open to moving the taverns as suggested. It would a) provide more more space around them and b) allow that wizard/bandit creep camp to be moved deeper into the cliff and thus be less aggressive. If nobody objects, I'll switch that. The sasquatch/troll camp could move a little closer to the gold mines since there's still lots of room.

    About the gaps between the trees: I've always avoided 2x2 gaps where a hero could be dropped, but do you guys actually close every smaller gap, too? I don't mind fixing that (probably with ground pathing blockers), but I didn't realize that it was an issue up until now.

    deepstrasz:

    Thanks for your feedback, too! Creep camps were placed rather randomly to make it playable for the moment. I don't mind mixing it up a little, perhaps switch one of the green camps in the ice corners with the lvl 13 bandit/wizard camp beneath the tavern?
     
  7. deepstrasz

    deepstrasz

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    It's not an issue as long as the gaps are not too close to where the workers harvest.
    Please don't put pathing blockers between tree gaps unless you're filling the transition zone between them and cliffs. Use nice doodads (which block ground pathing) instead.
    How you see fit. I just have this thing with Blademasters doing easy creeping by themselves from camp to nearby camp in an area far from the enemy.
     
  8. Ragnaros17

    Ragnaros17

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    the problem of those gaps is that small units can walk there like a rifleman and a hero cant, also those small gaps allow wisp to scout and hide wich is very abused in critical scouting parts.
     
  9. Cigaro

    Cigaro

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    Okay - so I can ignore those spots that are in a far away place that can only be reached via zeppelin? Cause that's where I would have used the pathing blockers.

    Those that are next to the road get proper doodads of course.