Mystral Lake

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Mystral lake

Description

Mystral is located in Ashenvale and is the largest lake in the region. There is a small Night elf village know as Silverwing Refuge. Many creatures live here such as wolfs, murlocks, dark trolls and fulborgs.

Neutral Buildings

-1 Tavern
-2 Goblin Merchants
-2 Goblin Labs
-2 Mercenary camps
-4 Expanding mines

Creeps

-4 Green creeps.
-14 Orange creeps.
-2 Red creeps.

Changelog



1) Upload.
2) updated expandings, gonna keep improving it.
3) fixed creeping route in corners.
4) adjusted creeps, +2 orange creeps
5) added land for hide a building site
6)) expos more far from base.


Author Notes:

This is my 20th map and probably my best 1v1 ever made in terms of both balance and enviroment. I want to dedicate it to Wayshan, winner of the Hive Cup.

Thanks Meerel and Knetch for the feedback.
Contents

Mystral Lake (Map)

Reviews
Knecht
Nice to see you making more melee maps. As for the map, it's pretty good. Creep routes seem fine. Some creep compositions might be unusual but they seem fine as well. The corner orange camp is interesting as it could be considered pretty much a safe...
mafe
Good map, not much to complain about. My comments: 1. The walking distance from main to main seems about as long as on Amazonia, so I think it is ok. 2. Itemdrops are good. 3. The Arachnid at the shops "feels" like a strong creep due to shadow strike...
Level 21
Joined
Sep 24, 2017
Messages
146
Nice to see you making more melee maps.

As for the map, it's pretty good. Creep routes seem fine. Some creep compositions might be unusual but they seem fine as well. The corner orange camp is interesting as it could be considered pretty much a safe camp if the player goes for the expo. The natural expo is somewhat safe as well since it's very close to the base and has almost the same distance from the enemy as the base. Not to mention that there's only one way to approach the natural expo (if not for air attacks/zeps).

Visually it's obvious that this is your map. You use your typical doodad placement style and "pier" villages. It looks good with the ashenvale tileset, basically has the feel of the ashenvale lake you mentioned in the description.

If I remember correctly, you prefer the issues numbered, there's not much to say:
1) Too many permanent items imo
2) The lvl 18 goblin lab could drop a lvl 4 charged instead of lvl 3

There's some other stuff but those are just non-issues or personal preferences such as lower lvl on natural expo. Anyways it's a fine map.
 
Level 27
Joined
May 21, 2013
Messages
1,570
Nice to see you making more melee maps.

As for the map, it's pretty good. Creep routes seem fine.

1- Some creep compositions might be unusual but they seem fine as well.
2-The corner orange camp is interesting as it could be considered pretty much a safe camp if the player goes for the expo.
3-The natural expo is somewhat safe as well since it's very close to the base and has almost the same distance from the enemy as the base. Not to mention that there's only one way to approach the natural expo (if not for air attacks/zeps).

Visually it's obvious that this is your map. You use your typical doodad placement style and "pier" villages. It looks good with the ashenvale tileset, basically has the feel of the ashenvale lake you mentioned in the description.

If I remember correctly, you prefer the issues numbered, there's not much to say:
4) Too many permanent items imo
5) The lvl 18 goblin lab could drop a lvl 4 charged instead of lvl 3

There's some other stuff but those are just non-issues or personal preferences such as6) lower lvl on natural expo. Anyways it's a fine map.

1) Ashenvale creeps = hard, satyrs = bad, spiders = bad, dragons = bad,
2) It gives the corner a value and a perma L2 is not that worthy later. Orange L10 few exp. No power ups reward.
3) Yeah I am already thinking in change the facing angle of that expo now. yeah gonna change that.
4) mmm, maps tend to have 60% perma 40% or 30% charged, you can buy the charged.
5) mmm no I think charged L4 is more for a red, and a charged L3 is more safe
6) natural expo has the troll L6 with aura, with 750 hp so is not thaat lower.

edit: fast updated 3
 
Last edited:
Level 21
Joined
Sep 24, 2017
Messages
146
Oh, slight misunderstanding, I meant my personal preferences in 6), as in I prefer lvls 12-14 for my naturals.

Btw. you say 60% perm and 40-30% charged in 4) but you have 14 permanent items and 4 charged, that's like 20% charged ratio. Plus you can also buy permanent items.
 
Level 27
Joined
May 21, 2013
Messages
1,570
0-Oh, slight misunderstanding, I meant my personal preferences in 6), as in I prefer lvls 12-14 for my naturals.

Btw. you say 60% perm and 40-30% charged in 4) but you have 14 permanent items and 4 charged, that's like 20% charged ratio. 1-
1-Plus you can also buy permanent items.

0- oh yea didnt get it, ah is a near expo so it can be a bit more hard to limit HUmans.
mine level depends on distance.TS has far mines with green creeps.

1-the level 2 ones wich are crap later, map needs perma L3 and 4.
charged should be in less amount because get 2 charged l3 or l2 in one row, can be powerfull, I mean 2 wands l2 of ilussion can be hard.


well 4 green creeps = perma l1. cant touch that.

12 orange creeps =
2 perma L2 per player = 4,
2 perma L3 per player = 4
4 charged (2L2, 2L3) = 4 total 12

2 red creeps: I like perma because of aura items or huge stats improve like boots of quel thalas.

to add more charged I need 1 more creep, but as it is creephacking is optimal (more creeps, creephack more hard).
also lacking space.
 
Last edited:
Level 12
Joined
Mar 10, 2019
Messages
85
i think the for using such a small mapsize the mains should be as far appart as possible. As is it could lead to alot of rush strats.
Otherwise the creep placement and area spacing is really good.

Texturing and Doodadplacement could be improved but thats personal taste. But you should remove the crack at the tavern.

If you want it to be a competitiv map turn of the heavy rain for better readability and use less unbuildable textures.
 
Level 27
Joined
May 21, 2013
Messages
1,570
1-i think the for using such a small mapsize the mains should be as far appart as possible. As is it could lead to alot of rush strats.
Otherwise the creep placement and area spacing is really good.

2-Texturing and Doodadplacement could be improved but thats personal taste. But you should remove the crack at the tavern.

3-If you want it to be a competitiv map turn of the heavy rain for better readability and use less unbuildable textures.

1- walking distances can be longer if there are obstacles in the path between players.
2- that was a mistake while mirrowing. fixed. still working the texturing, doodads.
3- rain off yes, unbuildable tiles are to mark where the shallow water begins, and to help map reading. Ashenvale tiles suffer a lot from map reading, sometimes is hard to make difference between greens and brown, water paths improves map reading and plus you cant block chokes with 2 towers.
also water maps always looks better, pure land maps are a bit boring and harder to make them look good IMO.

thanks!!!
 
Last edited:

mafe

Map Reviewer
Level 22
Joined
Nov 2, 2013
Messages
820
Good map, not much to complain about. My comments:
1. The walking distance from main to main seems about as long as on Amazonia, so I think it is ok.
2. Itemdrops are good.
3. The Arachnid at the shops "feels" like a strong creep due to shadow strike. Not sure if that's just a mind trick though.
4. I'm missing a good AoW-creeping spot, i.e. place where you can build the AoW right next to the creeps.
5. There isn't that much open space as on ladder maps. If you find a way to remove a few trees, it might improve the map.
6. You could still have rain in some areas on the map, preferably near the sides, if you want to.
7. The map looks quite nice too.

Overall a good map. Approved.
 
Level 27
Joined
May 21, 2013
Messages
1,570
Good map, not much to complain about. My comments:
1. The walking distance from main to main seems about as long as on Amazonia, so I think it is ok.
2. Itemdrops are good.
3. The Arachnid at the shops "feels" like a strong creep due to shadow strike. Not sure if that's just a mind trick though.
4. I'm missing a good AoW-creeping spot, i.e. place where you can build the AoW right next to the creeps.
5. There isn't that much open space as on ladder maps. If you find a way to remove a few trees, it might improve the map.
6. You could still have rain in some areas on the map, preferably near the sides, if you want to.
7. The map looks quite nice too.

Overall a good map. Approved.

4) merc. camp to far away?
 
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