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Déjà Vu

Submitted by INSEKT
This bundle is marked as pending. It has not been reviewed by a staff member yet.
Déjà Vu
v1.1

Story & general info

[​IMG] Search the island and find your enemy. Or have you already done it before? Don't worry, everyone on this island has that feeling.

***

A 2v2 map more intended for 1v1 matchups in Twisted Meadows round-symmetrical style. Players spawns opposite each other.

Goblin Shipyard as a little addon which helps traveling quickly all over the map, and finding new ways to attack enemy. No cut off islands with expansions or creeps where ship is must-have option, so players can ignore them without any punishment.


Map specification

[​IMG] Players 4 (1v1 or 2v2)
[​IMG] Creep Camps 12 green, 20 orange, 0/2 red (based on game type)
[​IMG] Taverns 1
[​IMG] Goblin Merchant 2
[​IMG] Goblin Laboratory 2
[​IMG] Mercenary Camp 4
[​IMG] Goblin Shipyard 4
[​IMG] Gold Mines 8 (4 x 15000, 4 x 12500)

  1. Playable area is 100% symmetrical for both 2v2 and 1v1 matchups. That means both teams/players have exactly the same distance to every object on the map, same free space near mainbase and expansion, same amount of trees, same placing of critters and pathing blockers etc.
  2. Wide ramps placed in neutral positions (not too close to mainbase). Choke points near key neutral buildings, but always two paths, where players can retreat.
  3. Creeps. I used themed Ashenvale units, but rejected unbalanced, irritating ones. Almost every green or orange camp has only one ability, that can cause trouble (poison, ensnare etc.) to avoid combos like ensnare+sleep from Ashenvale trolls (vs. Blademaster for example). This rule does not apply to red camps. Red is red, red is bad.
Full map view

[​IMG]

[​IMG]

Change Log
[2020-08-30]
- Uploaded

[2020-09-11]
- Added additional orange camp
- Visual polishment

[2020-11-19]
- Moved one green camp to the middle to make this part of the map more attractive
- Increased ramps width
- Adjusted camps levels and drops
- Moved back shop/lab camps to prevent aggro here
- Visual polishment
Previews
Contents

Déjà Vu (Map)

  1. Daffa

    Daffa

    Joined:
    Jan 30, 2013
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    This made my day :D
     
  2. Nudl9

    Nudl9

    Joined:
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    I doodled some of my thoughts.
     

    Attached Files:

  3. Mr.Henci

    Mr.Henci

    Joined:
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    Hey, nice map you got there, here are my thoughts:
    1) Visuals are very nice, I like your work
    2) To be honest, I agree with @Nudl9 that your map is not suited for boats as there is no reason to use them really
    3) Ramps, ramps, ramps - While it is a beatiful eyecandy, there are 8 ramps per player, most of which are a hard choke to fight on. I would reduce no. of ramps to 2 or 3 really wide ramps
    4) Outer paths should be wider, they are 1 yellow square wide in most places
    5) Both nearby green camps have poison, are lvl5 and drop +1 tome, - I would make one a tad stronger and give lvl 1 perma
    6) NE AoW creeping seems lacking? That lvl 14 orange while doable is rather hard and risky, lvl 10 murloc seems too far, idk
    7) Drake at shop is a rather unusual thing, not sure how some melee armies feel about it since it forbids them from buying half of the time
    8) Item drops are good, only one which seems odd is lvl 2 perma + 1 tome at lvl 14 orange
    9) Some camps may agro, but they are not on the main scouting paths so it isn't as much of a problem as usual
    10) I like the middle, it is not only visually pleasing but also gameplaywise interesting, only thing which is missing is something to fight for

    To be honest, this maps checks all the boxes for beeing considered a complete melee map, it just tries too many unusual things (boats w/ questionable use, highgrounds everywhere, kinda empty middle) which some players may consider unwanted. Nevertheless, I would still consider it as fully playable and leave it up to you to decide if you want to keep it this way or change it.
     
  4. INSEKT

    INSEKT

    Joined:
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    Ohh, I updated the map some time ago, but I did not uploaded it.

    2) I am trying to find other, new ways to use boats, as they do not work as intended :) I had few ideas for them here (fast scouting, swimming around the map and hiring bunch of mercs, attacking expos from aditional ways etc.).
    [​IMG]
    3) Yes, but some ramps - those filled with trees - are unused. Maybe late game. Very late.
    7) Flying lvl 2 unit is fine or still too much for shop camp?
    9) Shop/lab camps are moved back a bit, they should not aggro now, even when worker takes wrong path and goes near them.
    10) I moved satyr camps to the middle to make "something to do" here. With doing this I also increased ramp width in the path leading to expo (point 3).
     
    Last edited: Nov 19, 2020 at 11:26 AM