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Creed's Arrival

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Love
Reactions: Tolly
2 Player melee map. Symmetrical with each side having 5 greens, 4 oranges (including a gold mine and goblin lab), with a contested goblin shop (orange) and gold mine (red) in the middle.

I tried to address the rush distance of 40 seconds by adding a destructible gate in the way (I only considered the criminally fast rush distance after finishing 95% of the map so I put a band-aid fix on it. Sorry!)
Contents

Creed's Arrival (Map)

Reviews
deepstrasz
Please name your maps accordingly (filename should be as the title here, not 3rd attempt or whatever else that's pointless). Also, add the player number between parantheses, both in the filename and map thread title. Example: (2)Creed's Arrival. Too...
Level 28
Joined
Jan 4, 2020
Messages
407
Don't mind mine comment if it's sound weird, Hive staff will do this again anyway. Idk why the map name is "3rd Attempt". Anyway let start dig the cake!
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1. tree/doodad gaps noticeable.
2. random lv 3 item is a bit unacceptable. The difference value between Charge and Permanent at the same level is huge. Pick one!
3. A bit too many obstacle. This would be rather hard to see where the fight will happen.
Apart for those. Nice layout I found the idea of U shape you made look interesting. Sadly there is nothing to fight over after finish creep the first expo. The curve died fast.
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notice note: I wonder, will some of the creep aggro each other when player creep one of them? (I didn't test it out though)
 
Level 6
Joined
Oct 7, 2024
Messages
7
Ty for the suggestions. The map file was named 3rd attempt since it was my 3rd ever map so obv its gonna have problems. I didnt realize it would be visible.

Can you explain what you mean tree/doodad gaps? I just used the brush for trees/doodads and didn't go back to change it. Is there a way to layer them on each other so there is less gaps?

I appreciate the advice I'm still learning good map balance. The closedness/openness of maps is a bit fickle for me but I'm trying to go more towards open designs with new things I'm making.
 
Level 28
Joined
Jan 4, 2020
Messages
407
Ty for the suggestions. The map file was named 3rd attempt since it was my 3rd ever map so obv its gonna have problems. I didnt realize it would be visible.

Can you explain what you mean tree/doodad gaps? I just used the brush for trees/doodads and didn't go back to change it. Is there a way to layer them on each other so there is less gaps?

I appreciate the advice I'm still learning good map balance. The closedness/openness of maps is a bit fickle for me but I'm trying to go more towards open designs with new things I'm making.
I would recommend try circular tool, place 'p' to see the gap between it. all the pink color are unbuildable area. if you confuse with water just place 'w' to remove water. Water is a bit off topic. Just make sure you didn't leave any empty space between trees/doodads. I didn't recommend square tool cause of the wisp trees problem. It some kind of advantage for elves wisp to mine wood without enemy be-able to attack you. So free wood and vision on the map.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,267
Please name your maps accordingly (filename should be as the title here, not 3rd attempt or whatever else that's pointless). Also, add the player number between parantheses, both in the filename and map thread title. Example: (2)Creed's Arrival.
Too many gaps between trees.
Little building space.
Terrain's too flat.

Generally, you'd want to check those guides (below) which help make a nicer map layout and teach better doodad placing and aesthetics.

Simple.


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