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Silverpine Beach v.1.1

This is my new map "Silverpine Beach".
The map is evenly mirrored and contains 2 stores, 6 gold mines, 1 laboratory and a fountain of life.
There are 9 green and 6 yellow creep camps on each side and 3 red ones between the two bases.
The map offers large open areas for skirmishes and small height obstacles on the beach.

Version 1.1 Edit:
I have adjusted the position and amount of some doodads, changed the position of some creeps a bit, so that they aren't as exposed as they were before and i have also added some critters, which i totally forgot.
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Silverpine Beach v.1.1 (Map)

Reviews
deepstrasz
All undead creep camps are quite controversial. For one, Death Coil can't be used on any of them (although I have to say, no one really does in competitive melee), Disease Cloud doesn't affect any, none of the creeps can be reanimated or raised as...
Visually you did a fantastic job blending from the "civilized" area to the natural forest down to the beach below. The map feels expansive and has plenty of space to move about. The visually distinct areas make it easy to identify where you are in the map without having to look at the mini map.

You also used a good amount of doodads. Some of which that block movement are not evenly distributed on both sides. The main spot being outside either sides natural expansion goldmine, the center tree line has fences blocking the trees on the south compared to nothing blocking them on the north. The main issue with this would be a Keeper of the Grove not being able to utilized the trees from the south to spawn Treants, but they can from the north. If they were mirrored with similar footprint of blocking terrain then it's fine, but it's one sided at the moment. I would keep the blocking terrain you have and add in something to the north side, as what you have there looks nice.

Creep camp wise, you have a plethora of Green camps (18) and a good amount of Orange and Red. I think it is an interesting take breaking up the item drops to give a targeted approach to searching for items.

There are a few creep camps that are overly exposed to being in the pathing lanes (Rogue Camp left of starting location, Gnolls at Natural Expansion Goldmine, Gnoll/Spider Camp to the right of the Goldmine, Murlocs near large pond, and Kobold Geomancer Camp just outside starting location). The issue with them being overly exposed is having the camp being pulled without the player wanting to engage with the creep camp or having the creep camp engage their reinforcements that are walking across the map. I feel this is generally ok if you are in corners, where there isn't much other reason to be sending your units there to other then engage said creep camp. This could be remedied by either sliding them in a little closer to the tree lines or digging them in a little deeper into said tree lines. The Fountain of Health is fine in this regard as it is a center piece. The players should generally know better.

Over all, great job. The map is in a pretty good spot out the gate, and would only need a few tweaks here and there.
 
Visually you did a fantastic job blending from the "civilized" area to the natural forest down to the beach below. The map feels expansive and has plenty of space to move about. The visually distinct areas make it easy to identify where you are in the map without having to look at the mini map.

You also used a good amount of doodads. Some of which that block movement are not evenly distributed on both sides. The main spot being outside either sides natural expansion goldmine, the center tree line has fences blocking the trees on the south compared to nothing blocking them on the north. The main issue with this would be a Keeper of the Grove not being able to utilized the trees from the south to spawn Treants, but they can from the north. If they were mirrored with similar footprint of blocking terrain then it's fine, but it's one sided at the moment. I would keep the blocking terrain you have and add in something to the north side, as what you have there looks nice.

Creep camp wise, you have a plethora of Green camps (18) and a good amount of Orange and Red. I think it is an interesting take breaking up the item drops to give a targeted approach to searching for items.

There are a few creep camps that are overly exposed to being in the pathing lanes (Rogue Camp left of starting location, Gnolls at Natural Expansion Goldmine, Gnoll/Spider Camp to the right of the Goldmine, Murlocs near large pond, and Kobold Geomancer Camp just outside starting location). The issue with them being overly exposed is having the camp being pulled without the player wanting to engage with the creep camp or having the creep camp engage their reinforcements that are walking across the map. I feel this is generally ok if you are in corners, where there isn't much other reason to be sending your units there to other then engage said creep camp. This could be remedied by either sliding them in a little closer to the tree lines or digging them in a little deeper into said tree lines. The Fountain of Health is fine in this regard as it is a center piece. The players should generally know better.

Over all, great job. The map is in a pretty good spot out the gate, and would only need a few tweaks here and there.
The new patched version should do the job now
:peasant-cheers-back:
 
All undead creep camps are quite controversial. For one, Death Coil can't be used on any of them (although I have to say, no one really does in competitive melee), Disease Cloud doesn't affect any, none of the creeps can be reanimated or raised as skeletons.
Good amount of green creeping somewhat at the expense of narrowing paths. For 1v1 though it might not count that much.
I feel the reward on the fountain gnolls might be too much, aside a higher level item and a Rune of Rebirth for the Overseer, you get 4 tomes.
A green camp with 3 Slow-able units is rather not that green: two Mud Golems and a Geomancer.
Speaking of which, the shop camp is quite strong as well with Cold ans Searing Arrows. However, it's orange so it might not be necessarily bad.

Other than that, a lovely looking map.

Approved.


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