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Expedition (Reforged)



Description:
The few sailors who were lucky enough to return from the eye of the storm talk about the ancient ruins of cities and temples. Treasures and artifacts await the brave explorers. Get ahead of your competitors!



Features:
  • Gold mine - 8;
  • Merchants - 2;
  • Camps - 4;
  • Tavern - 2;
  • Market - 1;
  • Life pool -1;
  • Mana pool -1;
  • Ggoblin laboratory -2;

Creeps:
  • 12 green;
  • 12 orange;
  • 7 red;

The map is made on a reforged graph.
There are two non-standard sets of mercenaries in the camps.
Non-standard textures of the cliff and tile were used: Tint Corrected Tilesets by MWM
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Contents

Expedition (Reforged) (Map)

Reviews
deepstrasz
Few trees in starting bases. The paths behind the starting points, along with the little tree number, enable naught tactics (Keeper of the Grove's Force of Nature) and later siege units attacking blind spots or via goblin laboratory reveal or even...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,253
Few trees in starting bases.
The paths behind the starting points, along with the little tree number, enable naught tactics (Keeper of the Grove's Force of Nature) and later siege units attacking blind spots or via goblin laboratory reveal or even using the crystal ball item.
Terrain tiles are a bit unnaturally placed. Also terrain is quite flat.
Two gold mines of which none is protected by a red camp, near each other is quite imbalanced, some factions/races expanding quicker than others (night elves and humans particularly, ancients and militia).
Paths are somewhat OK, a bit too long in the sides, the middle being reached in the corners of the zone.

What's the point of the imported tiles if this is supposed to be played on Reforged mode?

Approved.


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