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Crystal Ruins

Submitted by Arrr
This bundle is marked as approved. It works and satisfies the submission rules.
Crystal Ruins



Created by z.Ky


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Thia is a 2v2 melee map, Icecrown Tileset based
Descriprion:
This Ruins were once a small town, abandoned when the winter came to this land bringing his creatures with it. Now all that remains are old statues an ice crystals, in this cold and unhospitable Valley.

My 3rd map in a month, after Forest Village and Bloodwater Oasis, based this time on the Icecrown Glacier tileset, with also any Northrend tiles. There are no pathing blockers, I preferred using doodads like crystals instead. Many "City" doodads were imported with changed colors for the central area of the map.
The map is divided in 3 main areas:
The snowy ones outside the ruins, where there are the expansion mines, portals to middle area and Mercenary camps, and also many creeps
The Central area, with shops taverns and a couple of creeps
At last there are 2 ice paths, on north and south of map, with creeps and health fountains. These paths connect east bases with ovest ones.



Creep Camps:
-8 Green Camps
-20 Orange Camps
-4 Red Camps (on players' starting points)

Mines:
-4x 12500 Starting Mine
-4x 15000 Expansion Mine

Neutral Buildings:

-2x Random 50% Shop; 50% Market
-2x Health Founts
-1x Tavern
-2x Mercenary Camp
-4x Gateways
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Terrain Screenshots

An Overview

[​IMG]

Here you can see the map layout


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Hope you like it, Suggestions are welcome

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UPDATED:
-Now there is only 1 tavern in Middle of the map
-There are no more 2 shops, but 2 random buildings: 50% Shop; 50% Market

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Keywords:
Crystal, valley, town, city, ruins, icecrown, snow, winter, snowy, ice.
Contents

Crystal Ruins (Map)

Reviews
Moderator
Vengeancekael [img] Date: 2012/Nov/08 19:38:03 [Please do not send me a message, use Staff Contact] [img] Comment:Rather bad that the player starting locations are so closed to each other and they have several openings. And it's always useful...
  1. Vengeancekael [​IMG]
    Date: 2012/Nov/08 19:38:03
    [Please do not send me a message, use Staff Contact] [​IMG]

    Comment:
    Rather bad that the player starting locations are so closed to each other and they have several openings.
    And it's always useful to have a fixed goblin merchant.
    But all in all, the map is completely symmetric, it meets the melee-requirements and looks quite impressive with only default doodads used.​
    Not Rated
    [tr]

    [​IMG] Rules[/tr]
     
  2. eubz

    eubz

    Map Reviewer

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    Judging on the screenshot, I could say that the map is balanced.
     
  3. David

    David

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    I will download it soon,looks so nice from the minimap,also from the screenshot,I love your melee maps
     
  4. Ken-E

    Ken-E

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    Full Review Emerges

    Great to see another map from you. The map is very impressive like the rest, the well used Blizzard cliffs to surround it is much a charm in the map while outside of the ruins lies a robust frigid forest with very enticing passages. The entire map is indeed symmetric (over it seems) and definitely fun to play. both FFA and 2v2 matches.

    The frozen debris in between the open areas makes up for the free space! And the creep camps are ever balanced. Lastly, waygates are convenient!

    Though I'd like to point out that two Goblin Merchants aren't that useful, I'd swap the other one for a Marketplace and the two Taverns could've been cleverer.

    Suggestion:
    Based on the center map, it is neutral buildings are aligned vertically.
    Original:
    *Tavern
    *G. Merchant
    *G. Merchant
    *Tavern
    Recommendation:
    *G.Merchant (could be viceversa with #3)
    *I'd merge two former G. Merchants into 1 Tavern location
    *Marketplace (could be viceversa with #1)
    Though you may find my advice may lead to unsymmetric due to the uneven distribution of neutral buildings, but I'd like to say it doesn't matter much on the main center of the map, it doesn't really affects or gives any bias in my opinion, since everybody has an even distance to the middle itself. So I suggest go for this!

    But it's entirely your call though
    Giving this map a solid 4/5
    Sorry, no italics or colors, mouse broke like crap...
     
  5. Arrr

    Arrr

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    I'm not sure I understood everything about your suggestion, but yes, I know that 2 near shops are not that useful.
    Now, I'll try to find a solution, even if it seems quite difficoult to me..
    I could remove the actual Taverns, and replacing the two fountains with them, that may be better
    About the two shops, I dont know.. I could replace central Gateways with Mercants, and place them in the original Taverns' positions, leaving the room occupied by the shops with creeps.. But I don't think I'm going to make this change
    I could also replace the 2 tavern spots with merchants/markets, and open a way in mid whete to place a tavern

    Tell me if you think these are good ideas or not
    And Thanks for rewieving :D
     
    Last edited by a moderator: Nov 5, 2012
  6. Ken-E

    Ken-E

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    Well I already love where the Gateways are, they increased the flexibility in my opinion.

    This is exactly what I'm saying lol, sorry if I described it so badly. Just keep only one tavern in the mid, we don't really need two of them on a same position, its pretty much useless. Then place two shops, Marketplace and G. Merchant, this way, players could access various sets of items. ^^