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Ogres in the North

Submitted by Cigaro
This bundle is marked as approved. It works and satisfies the submission rules.
"Don't be silly... there are no ogres that far north."
- Elvish explorer


As the title already gives away, this is meant to be a bit of a fun map.

The three neutral buildings in the center - Goblin Merchant, Goblin Laboratory and Mercenary Camp - randomly switch positions at the beginning of the game.

Additionally, the marketplace is sometimes placed in the bottom left corner and sometimes in the top right corner.

(You do not need to scout to know which building is where.)

The map may look asymmetrical, but all walking distances from neutral buildings to player bases are actually pretty equal.

Right now, it's random whether the three camp spots guarding the neutral buildings drop a lvl 3 charged or permanent, but once the boots are removed from dropping in the next patch, I might set it to a standard.

What I'm worried about most is the large playing area and that I've paid little attention to proper creeping routes. Guess it will either work or not.

Enjoy!
Contents

Ogres in the North (Map)

Reviews
deepstrasz
Lightly asymmetrical. 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 Description Guide...
  1. Nudl9

    Nudl9

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    Interesting design.
     
  2. WolfFarkas

    WolfFarkas

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    I really like this map

    review


    1) if the mage can hit them with the fire thing, that could be a problem thats why creeps are surrounded by trees or above cliffs, I know water is great but, it could be more safe.
    upload_2019-5-12_23-16-44.png

    2) I would remove the house, if someone wants to wisp scout or peon scout, and wants to change route, I think the chance of agro is very low, 10%, but it may be, I would also complete behind with trees, to limit farm scouting or scouting in general and well maybe it can be more safe.
    upload_2019-5-12_23-21-6.png



    but actually I am being very hard, because I dont know what else I can spot. Seems very solid and I really like the map
     

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  3. Nudl9

    Nudl9

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    ^ If you need to check aggro, just place 12 knights and make them run past the camp.
    They are by far the most clunky units that will find a way to draw aggro.
    Especially if the camp makes them run diagonally past it.
     
  4. deepstrasz

    deepstrasz

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    Lightly asymmetrical.

    Approved.



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  5. Albion

    Albion

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    Are games like this affected by patches?