- Joined
- Sep 18, 2010
- Messages
- 585
It's a new map alright but at first glance anyone would call it Northern Isles 
(1 ratings)
![]() | 2 |
![]() | 6 8 4 |
![]() | 2 |
![]() | 2 (Northrend) |
![]() | 2 |
![]() | 2 |
![]() | 9k x 2 + 11k x 2 + 13.5k x 2 (base) |
Why? The only common feature = starting locations on 2 and 8.It's a new map alright but at first glance anyone would call it Northern Isles![]()
I don't think that would be needed just sayingWhy? The only common feature = starting locations on 2 and 8.
But noted, maybe I'll mirror the map later.
Actually, this map is pretty big for a 1v1 map. I would've called it too big, if it was using all 112x90 tiles.I think ya have put too much Neutral Buildin' for a small map, mon.
4. The wolve-expansion: They will attack units by accident. Also, they might be too easy to defend, as the opponent can only attack from a rather narrow angle.
Expansions adjusted. Now they are more similar, also more open and the gold mine cotains only 9k gold (from 10k).A) mirrow all the terrain and wood, those expandings are not equal.
Good suggestion! I've changed facing slightly. As the middle still conains a point of interest, this should be optimal.E) Since there is a straigth path between gob. shops, change their faicing access, nothing important, but it may add some fun to the map. is to increase the walking distance a bit between shops.
I've adjusted southern MercCamp, but I disagree: terrain mirroring isn't a must.C) southern merc. camp, should be more near, to avoid walking and dead end area.
D) Again mirrow terrain, since merc. camps areas are not equal, map simetry should always be perfect or near perfect.
Now both players are equal in this regard.1. Minor asymmetry: For me a big earlygame difference between the starting positions is that at the blue location, you can do AoW-creeping at the labs with the AoW being in your base, while at red, you have to build it south of the camp or you willl lose time to consume trees.
2. In a similar manner, militia-creeping this camp will be quicker for blue than for red.
3. This camp gives an instant level 2 and I'm not sure if the timings will allow for the opponent to be there in time to harass you before the camp is killed completely. This kinda nerfs harassing as a strategy.
5. Dragons: Generally a no-no for serious 1v1, and frost dragons are even the most imba dragons of them all. I predict that the player to get the first lvl 10 dragon will be almost assured to win the game.
Y, lvl10 dragon's timer is too short.B) remove the dragon roost from there, center must be safe and clean. Never use dragon roost in 1v1.
I decided to replace this camp with 2 weaker ones, that drop lvl5 perma item.6. Not sure what to make of the itemdrops in the center. I cant point out an obvious problem with them, but they might just be too strong.
1) Well, now treelines at wolf-expansion are different by 3 trees, I think that's not important in terms of balance.
2) Trees near the green troll camp are mirrored, they are exactly the same.
3) Trees near MercCamps are clearly different, but both spots provide trees for Keeper/Wisps and buildable space so every race can construct a building next to MercCamp. AOW-creeping at both cases is technically possible, but not a good idea, really.
It's availibile 15 minutes into the game, and half of the games go past 15 min: W3ChampionsThe level 10 dragon isn't that big of a deal btw since it's available pretty late.
Since I've decded to pass on dragons, I think unussual MercCamp fits here.I would replace mercenary camp type with a summer one.