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Gilnean Countryside

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is my first map on Hive Workshop.
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I was inspired by the whole aesthetic and theme of Gilneas from World of Warcraft (Cataclysm Expansion :D), and I tried mostly to re-create the overall Gothic-Dark Forest vibe.
I've managed to add a small town in the middle to spice things up.

The surrounding forest is engulfed in heavy fog and rain, plus it's plagued by bandits, thieves, rogue mages and corrupt priests, with the only warm and friendly sanctuary and refuge being the lonely town in the center. Be mindful of your surroundings, and keep your eyes open for secrets and treasures, they might come in handy for critical moments.

The map is for 2 players, for a 1vs1 melee skirmish.
It contains:
1) Six Goldmines
2) Six Green Creep Camps
3) Eight Orange Creep Camps
4) Five Red Creep Camps
5) Two Mercenary camps
6) Two Taverns
7) Two Goblin Laboratories
The players must expand to the outer goldmines because of their starting base limited gold, honestly, wood isn't much a problem.

The map supports Classic and Reforged graphics.

Please feel free to leave a comment and share your thoughts for future improvements.
Images
Reforged vs Classic
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Contents

Gilnean Countryside (Map)

Reviews
deepstrasz
For melee maps please leave the minimap preview rather than a custom added image. Not sure why this exactly is altered melee. Did you play with the object data? Terrain is flat and in places quite monotonous-one tiled. Not a good idea to have...
For melee maps please leave the minimap preview rather than a custom added image.

  1. Not sure why this exactly is altered melee. Did you play with the object data?
  2. Terrain is flat and in places quite monotonous-one tiled.
  3. Not a good idea to have another creep camp in the expansion base, especially one which gives you access to a neutral building like the Goblin Laboratory.
  4. Spaces between trees should be avoided as small units like workers, ghouls, footmen or archers can hide or move through there.
  5. The middle zone is quite cluttered with things making pathing even worse than it is in the game.
  6. Camps are too aggressive. They should have the lowest camp range. Only mine guards should have the highest. Well, in this map's case, the golems at the laboratory too.
  7. Neutral hostile units are too repetitive, most groups are made of rogues and bandits.
Simple.

Please read the melee mapping guides to learn about improving your terraining skills as well as getting knowledge of melee balance and stuff.


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