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Featherville

Submitted by Mr.Henci
This bundle is marked as approved. It works and satisfies the submission rules.
Featherville

Map Description


This map was played in 2v2 Ugri's Challenge.

Wariors from all around the world are coming to the Featherville island to conquer this piece of paradise. Will the bards sing the songs about your glorius victory or shamful defeat . . .

Featherville is an 4 player melee map, suitable for 1v1, 2v2 or FFA

Contains:
- 11 500g Base, 9 000g and 12 500g expansions
- 16 Green camps
- 20 Orange camps
- 1 Tavern
- 4 Goblin Merchants
- 4 Goblin Laboratories
- 4 Mercenary Camps​
Screenshots

Screenshot #1
[​IMG]

Screenshot #2
[​IMG]

Screenshot #3
[​IMG]

Screenshot #4
[​IMG]


Changelog

Version 1
[2016-09-17]



    • Map Uploaded.


Version 1.1
[2016-09-19]



    • Fixed item drops, since Bandit Lord and Drake would not drop anything.(Thanks Arrr for poiting that out)
    • Increased gold in starting gold mines from 11 000g to 12 500g.


Version 2.0
[2018-04-05]



    • Totally reworked the map from sratch.
    • Tried to balanced it, while keeping it to the original theme


Version 2.1
[2019-01-21]



    • Fixed goldmine creeps random agro.

Author's Notes

Reworked my oldest map posted here on Hive, since it was pretty imbalanced and generaly, just bad . . .

Have any suggestion? Please write a comment. I am opened to any ideas. Have a nice day!​
Previews
Contents

Featherville (Map)

  1. Rufus

    Rufus

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    Creep drops was balanced.
    Terrain good-looking, I especially liked the middle island, and the paths to the north and south leading there.
    Gold mines had much gold, but in risky positions.
    No player have any advantage from its location.

    A sold, symmetric and balanced melee map with a charming terrain.
    Approved.
     
  2. Mr.Henci

    Mr.Henci

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    Thank you for approving my map, I am glad to hear it.

    About those gold mines. Should I lower the amount of gold? I was not exactly sure about them.
     
  3. Rufus

    Rufus

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    I am not a pro melee player, so I can't tell for sure, but there is a big risk in keeping those mines, so I think it is ok as it is. :)
     
  4. Arrr

    Arrr

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    Some camps seem to drop no items

    Other than that, this can be a quite fun FFA map.

    (I think you could set the starting mines back to 12500)
     
  5. Mr.Henci

    Mr.Henci

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    Hello and thank you for finding some time to test my map.

    Could you be more specific, beacause I am not able to find this creep camp
    Thanks for pointing that out.


    I am still considering this option, but I am not 100% sure about that. (Might give it a try, but what I am trying to achieve is to encourage players for that risky 14 500g expansion)

    -----------------------------------------------------------------

    2018.04.04 - Totally reworked the map to fit my today's standart. Hope the balance will be better.
     
    Last edited: Apr 5, 2018
  6. Ragnaros17

    Ragnaros17

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    The only thing that I would consider is that 4 green creeps in the center are to many for a few area, on hand users will run there on the other an user can creep the 4 and get much advantage, I think they are too many. But I have doubts.
    I think there could be some red creeps for 2vs2, but well not mandatory.

    enviroment is cool, standard stuff is standard (loots and creeps), and path are complex wich is good.

    5/5 since I didnĀ“t find more things to spot.