Featherville

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

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

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[2016-09-17]

  • Map uploaded


[2016-09-19]

  • Fixed item drops. (Thanks Arrr for poiting that out)
  • Increased gold in spawn location gold mines

[2018-04-05]
  • Totally reworked the map from scratch
  • I've tried to make it competitively viable, while keeping the original theme

[2019-01-21]
  • Fixed goldmine creeps agro

[2019-03-09]
  • Fixed random creeps agro
  • Some tweaks to shops locations

[2019-10-07]

[2020-02-23]
  • The map has been optimized with Reforged World Editor
  • The area near the Tavern has been reworked
  • Creepspots/Shops have been moved here and there ever so slightly
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Reworked my oldest map posted here on the Hive, since it was pretty imbalanced and generally, just bad . . .

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


This map was played in 2v2 Ugri's Challenge, Unhappy Cup and W3iL (Warcraft3Info League).
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Featherville (Map)

Level 26
Joined
Oct 2, 2011
Messages
2,483
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.
 
Level 21
Joined
Nov 6, 2013
Messages
282
Hello and thank you for finding some time to test my map.

Some camps seem to drop no items

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


I think you could set the starting mines back to 12500

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)

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2018.04.04 - Totally reworked the map to fit my today's standart. Hope the balance will be better.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,637
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 didn´t find more things to spot.
 
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