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Final Exploration

Submitted by Cigaro
This bundle is marked as approved. It works and satisfies the submission rules.
I'm not going for great innovations with this map, just your standard 1v1. I've tried to make things as average as possible.

You have to walk around the bay to get to the expo. I was worried that it might be too close to the enemy and therefore placed some trees in his path so he can't disrupt the expansion all too quickly. Don't know if it works out.

Hope you like the layout in the center around the tavern.

I've worked in some murlocs for greater variety.

Name suggestions are still welcome.

Enjoy!


changelog

v02
- added a few trees
- added pathing blockers near murloc camps

v03
- ??? (I forgot)

v04
- renamed the map from Failed Exploration to Final Exploration
- moved Merc Camp closer to the center and switched positions of neutral buildings
- created a red creep camp
- weakened the creep camp at the secondary expo to make it more accessible
- remixed all creep compositions
- widened the entrance to the tavern area
Contents

Final Exploration v04 (Map)

Reviews
WolfFarkas
1) maybe the gob lab wall of trees is a bit thin in that spot IMO. [ATTACH] 2) IMO: with your layout, you have to creep and then turn back, because is somehow a dead end, the flow would be better if you could go there and then walk with shallow...
deepstrasz
Nothing to comment on, really. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS...
  1. Nudl9

    Nudl9

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    I think the title name could be better.
    Failed Exploration doesn't cling that well.

    Overall looks nice.
    I kinda got inspired by your use of ruins pillar doodads here.
    Interesting detail.
     
  2. WolfFarkas

    WolfFarkas

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    review


    1) maybe the gob lab wall of trees is a bit thin in that spot IMO.
    upload_2019-5-12_23-31-26.png

    2) IMO: with your layout, you have to creep and then turn back, because is somehow a dead end, the flow would be better if you could go there and then walk with shallow water, the walking flow would be better. (dead ends are very penaliced in ladder, I did that in the second contest, It wasnt good for me)
    upload_2019-5-12_23-36-2.png

    3) doodads: total: 2668: 549 winter tree, 1706 snowy tree, 2255 trees, 413 doodads for enviroment. Enviroment is ok, but since the balance is very good it would be nice to have more doodads as enviroment, skulls, braziers, pile of junk whatever.



    I really like the design and balance.
     
  3. Cigaro

    Cigaro

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    Thank you for your feedback!

    @Nudl9 - I'm completely open to map names. Most of them are merely working titles, I'd rather spend time thinking abut a new project rather than finding a clever name for an existing map.

    @Ragnaros17 - You're right about the trees, I've added a few there and as well as in other spots.

    Altering that creep camp is tricky cause adding a path there would screw up the creep aggro. I was hoping that the "detour" didn't matter much since it's only a small one. I'm considering to switch the lvl 4 and lvl 10 murloc camps though, so there would only be a small camp in that corner.

    Regarding the doodads, summer tilesets usually allow for more stuff than winter doodads (I think) and the lordaeron winter tileset itself already makes it look very diversified. For example, there's not a single doodad in the screenshot, but I've highlighted some terrain details that makes it seem so:

    terrain.jpg

    For the rest I like to use mushrooms.
     
  4. Nudl9

    Nudl9

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    When layout or concept doesn't help, just look up an area from WoW, ez pez.
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    Nothing to comment on, really.

    Approved.



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  6. Cigaro

    Cigaro

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    Renamed it to Final Exploration – which is still not great, but less horrid to pronounce.

    Also completely remixed the creep camps.

    I also wonder if the map is too big. 104x104 right now, minus some water in the edges. It would actually be relatively simple to cut off like 10 %.