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Dragonblight

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“Within the Dragonblight, the one-time seat of the nerubian empire, dense forests surround an arctic wasteland littered with the massive bones of dragons who came here to die. Here also resides the Chamber of the Aspects, where the five great Dragon Aspects were given their charge to watch over the newly created world of Azeroth.”
The Art of World of Warcraft: Wrath of the Lich King, pg. 82


The map

Description
Passive buildings
99% melee map
Dragonblight is an 1v1 melee map that takes place at the great dragon graveyard valley located in southern Northrend.

You can fight with murlocs, bears, wolfs, wendigos, the nerubians, ice trolls, dragons from the five dragonflights and the great Dragon Aspects.

The blue and black dragons guards 1-1 mine rich in gold, the green and red dragons 1-1 fountain of health, and the bronze dragons flies in the center of the map.
  • 6 gold mines:
    • 12500 gold - starting
    • 10000 gold - orange camp
    • 15000 gold - red camp (blue and black dragons)
  • 2 fountains of health (green and red dragons)
  • 2 goblin merchants
  • 2 goblin laboratories
  • 2 taverns
The map breaks the melee status with these small changes so the map remains balanced and fits to the theme, but these changes does not affect the melee playstyle:
  • renamed the lvl 10 dragon creeps to Alexstrasza, Nozdormu, Ysera, Malygos and Deathwing (according to their color)
  • the creeps inside the red-green and the blue-black dragon group pairs have the same combat values
  • Malygos (lvl 10 blue dragon) does not use the Frost Breath ability
  • changed art style of Blue Dragonspawn Meddler and Blue Dragonspawn Apprentice to be more bluish, also added black dragon version of these two creeps (only art style is different) to guard Deathwing
  • changed art style of some doodads (dragon bones, magical lanterns, runes, fissures, archway ruined, ice floe) to make nicer decoration
  • changed some critters for some easter eggs :)



Screenshots

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Version 1.3 (hotfix)
  • changed both Nerubian Webspinner to be hostile
  • moved ground creep away from 2nd expo

Version 1.2
  • changed data set to be Melee (Latest Patch)
  • turned Alexstrasza and Ysera into lvl 6 Drakes
  • made bigger space around bear and wolf creeps, observatory and fountain
  • filled some small gaps between trees

Version 1.1
  • replaced green murloc camp to tuskaar
  • removed murloc tents and added igloos to tuskaar camps
  • replaced some snowy trees with northrend trees
  • replaced some northrend rock to icecrown glacier snowy rocks
  • other minor changes of terrain

Contents

Dragonblight (Map)

Reviews
deepstrasz
Please remove the other versions and keep one that is stable. Since it has modified object data but is designed as a melee map, from now on, such maps will also receive the Altered Melee tag along the Melee one since only having Altered Melee doesn't...
Level 11
Joined
Jul 31, 2014
Messages
22
Looks awesome. Im a fan of the theme, it's really cool how you integrated all dragonflights into this map, while still respecting their individual theme and lore :D I dont know much about the fairness of the layout or anything else along those lines, but it looks pretty stable. 5/5
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,876
Please remove the other versions and keep one that is stable.
Since it has modified object data but is designed as a melee map, from now on, such maps will also receive the Altered Melee tag along the Melee one since only having Altered Melee doesn't fit for what it should be, as we don't have a special map tag like some of us wanted years ago, Tweaked Melee or the like.

  1. Pretty straightforward map, at least in terms of tower rush, a simple two rally points on the map to get the worker to the enemy while taking care of the base.
  2. Mine guards should have higher camp range so that building towers/ancients/burrows near them would trigger them to attack.
  3. Sadly, the object data edits pertaining the dragons are pretty much useless and not really gameplay creative or impact worthy.
  4. Since there's so many air units, it forces players to mostly focus on ranged terrestrial troops and heroes, air units.
  5. Would have been nice to have a mercenary camp selling low level dragons, maybe instead of the Goblin Laboratory that doesn't really have a big use considering the map is small.
  6. Fountains in general are quite controversial especially near bases or expansions. Blademasters and Night Elf units/heroes profit from this during invisibility. And this can happen even if there would be guards there.
I'm not really feeling the judges on this one: Hive Cup 2023: Melee Mapping Contest #9 - Results

Calls for restrictive gameplay but nevertheless,
Approved.


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R U L E S

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Map Description Generator [1.2]

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