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Competitive Melee Map

Discussion in 'General Mapping Tutorials' started by Filmting, Jun 4, 2014.

  1. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Awesome tutorial. Anyway, I'd like to ask a few things.


    Should gold mines be guarded by orange and red camps only? If so, a reason would be nice!
    In layout, you've stated that some races have advantages in open space and some in enclosed spaces. Which ones favor what kind of layout?
    I've messaged this on your profile, but I'm thinking asking here as well is great for reference. Should canopy trees be an appropriate tree used as majority of lumber?
     
  2. Filmting

    Filmting

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    There really should always be an initial gold mine thatis somewhat easily accessiable guarded by orange creeps. If there are multiple gold mines, and some within same distances you tend to make the second gold mine a red camp, to disallow for early and easy mass expansion. An example here could be Secret Valley.

    It all depends on the match up, generally the race with the most ranged units tend to like chokes more, as ranged units tend to be weaker and they can always attack, while melee units get choked and have to run. So in a Orc vs Night Elf matchup, elves like closed spaces, orcs like open. In a Human vs Undead matchup, undead like closed spaces, human likes open.

    You usually never see canopy tree, and I would recommend against using them. Blizzard never does so in any of their maps, and they are very tight, compared to other trees meaning that you will have more lumber in a smaller amount of space, giving advantages to all the other races over night elves, because they have to run less to get lumber. For majority of lumber always use standard trees.
     
  3. FranzVader_CZ

    FranzVader_CZ

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    As undead player for long ages i have few ideas about racial balance for UD in the main post.
    1) Criters balances - put criters close to green creepcamp (was mentioned). Usually next to first creeps in creeping route is enough. New skeletons for next camp will be created from these green creeps and one criter should be next to the starting point. UD also like some wandering sheep next to "fast expand" gold mine to counter greedy humans. :)
    2) Starting location - starting gold mine should not be open from all sides so gives some protection to acolytes.
    3) I hate how blight can show off UD expansion sometimes :D e.g. goes down from cliffs etc. in case the expand consists of Haunted gold mine only.
     
  4. Wardota2 Gamer

    Wardota2 Gamer

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    I really enjoy your videos too bad you privated it