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Corin's Crossing

Corin's Crossing
Village/Lordaeron Summer/Ashenvale
Small (116x116 playable)
1v1
Map Creator: TheGorinR

Map description:
Do not get deceived by seemingly peacefull scenery of this crossroad... resources here are scarce and Mercenary Heroes in local tavern know it well.

Neutral Building:
4 expansion Goldmines (2x 15 000 / 2x 20 000)
2 Fountain of Life
2 Fountain of Mana
1 Tavern
2 Goblin Merchant
2 Goblin Laboratory

Creep Camp:
4 Green
12 Orange
4 Red

Changelog:
29/09/2023
- Swapped Goblin Laboratory with Goblin Merchant
- Added more items to drop %
- Moved expo gold mines slightly
- Filled trees in blank spots in main bases


265237-9e2ff24cfba7f8d535897e13490b6982.jpg
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Contents

Corin's Crossing (v3) (Map)

Reviews
deepstrasz
Fountains on small maps (near mines) are generally controversial. It's good that they're protected however night elves and Blademasters benefit from them during invisibility with or without guards. In such cases True Sight neutral hostiles would be...
Level 7
Joined
Oct 15, 2019
Messages
55
I downloaded this map again. I really love your work here. For a first map, its pretty outstanding. Reminds me of Terenas Stand, but probably better to play for me. More neutral buildings and creeps. I even like the idea of playing this map in a 2v2 having the natural expansion as a second team spawn.

As I haven't seen any other map maker post here, I would like to tell you that there is 1 thing to be fixed in general, especially since this map could be in the tournament after the contest was closed: Trees are not completely closed. There are gaps everywhere. I made this mistake in my very first map too. This is a problem since small units can hide around.
 

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Level 8
Joined
May 7, 2020
Messages
45
I downloaded this map again. I really love your work here. For a first map, its pretty outstanding. Reminds me of Terenas Stand, but probably better to play for me. More neutral buildings and creeps. I even like the idea of playing this map in a 2v2 having the natural expansion as a second team spawn.

As I haven't seen any other map maker post here, I would like to tell you that there is 1 thing to be fixed in general, especially since this map could be in the tournament after the contest was closed: Trees are not completely closed. There are gaps everywhere. I made this mistake in my very first map too. This is a problem since small units can hide around.
Hey, thanks for the review! Actualy the original concept was based on Bandit Road and it was Lordaeron Summer tileset with much more things, but i've chose rather conservative approach in the end. I admit I rarely play melees so there's lot of things I miss. I signed for the contest mostly because I like to create nice blizzard-like scenery whether it's melee or not haha :grin: And thanks for pointing that out I'll try to fix it.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,883
  1. Fountains on small maps (near mines) are generally controversial. It's good that they're protected however night elves and Blademasters benefit from them during invisibility with or without guards. In such cases True Sight neutral hostiles would be good. Not sure if there's any though as I am not remembering any right now.
  2. Nice touch with the highland and only reachable by air expansion, however I suggest leaving building space only for the main building (1-2 give or take towers area too maybe) as not to populate the area with towers.
Some of the judges say night elves might have an advantage using ancients to expand/creep: Hive Cup 2023: Melee Mapping Contest #9 - Results
Lovely classic vibe.

Approved.


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