Southshore

Southshore


Map Description


One of the greatest ports of southern Dalaran now lies in ruin waiting for its new overlord.

Southshore is 1v1 player map.

Contains:
-12 000g base (2x) 11 000g natural exp (2x) 13 500g exp (2x) 12 000g exp (2x)
-12 green camps
-12 orange camps
- 3 red camps
- 1 Tavern
- 2 Goblin Merchants
- 1 Mercenary Camp
- 2 Goblin Laboratories
- 1 Marketplace​


Screenshots

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Changelog

[2019-09-20]



    • Map Uploaded.



Author's Notes
New 1v1 map with a lot of unusual ideas. Hopefully some of them will be liked by community. Big thanks to @mafe for feedback as well as for his great guide. If any of you are interested in melee mapmaking I can definitely recomend it: Melee mapping - The reasons behind common aspects of competitive 1v1 maps

Have any suggestion? Please write a comment. I am opened to any ideas. Have a nice day!
Previews
Contents

Southshore (Map)

Reviews
Knecht
The map looks great, the terrain seems to be inspired by Irresistible Mind a bit. Only thing concerning the visual stuff would be the bench at the tavern facing one of the trees instead of the tavern as intended (I guess it mirrored wrong). When I...
mafe
Wellwellwell. Given how you thank me for the feedback, I basically have to approve the map, as other wise I would have to admit that my feedback was bad? Anyway, my first association with how the map looks were the first two levels of the bloodelf...
Level 22
Joined
Sep 24, 2017
Messages
150
The map looks great, the terrain seems to be inspired by Irresistible Mind a bit. Only thing concerning the visual stuff would be the bench at the tavern facing one of the trees instead of the tavern as intended (I guess it mirrored wrong).

When I first looked at the top path I was worried about it being one big corridor with little to offer. However it's clear that the theme of the map is "tree openings", so it's clear the green camps offer a path for players. I tried it out with KoTG and after like 3 casts of Force of nature the surprise treant rush at the GM was quite a blow to the enemy. Several casts later, my opponent had nearly no lumber in his base. It was quite fun but I feel this gimmick might be too favorable for the NE. Perhaps some space behind the GM (at least for towers/ziggs) would turn the scale a bit. I also tried the other "early" path closer to the middle. It's certainly more balanced imo as it's only a loss of a green camp.
Other than that, it's a solid map with a nice layout. It's always nice to see a well-crafted mirrored map.
I added a pathing map for anyone who cares.
 

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mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
866
Wellwellwell. Given how you thank me for the feedback, I basically have to approve the map, as other wise I would have to admit that my feedback was bad?

Anyway, my first association with how the map looks were the first two levels of the bloodelf TFT campaign. No complaints about the looks, in fact I like how the different parts of the map look very different, but still fit together.

Regardin gameplay, the idea of opening paths probably is something controversial. I'm not sure how much pros would actually use it, but it looks interesting but not overpowered. Still, it naturally favors races/units that can trees more easily (kotg, bloodmage, ancients), and if the "default" strategy of race A already includes tree-clearing units/heroes wihle race B doesnt, then race A would have an advantage here.

Other than that, basics regarding gameplay (creeps, items, expanions, neutral buildings, pathing) are all good, but even here there are some unique aspects such as the path north of the main bases including the Dalaran-version merc camp. This path could be used to attack the main bases from behind, which depending on your poitn of view might either be an awesome or an annoying feature, ro something in between.
There's a market which will sell auras, which might be questionable.

It is possible to trap heroes at the tavern by blocking the path between the trees south of the tavern with just 2 units I think. To be honest I dont liek that, as it seems to be a big nerf to tavern heroes.
Also some chokepoints look really narrow, this could be a disadvantage to melee units.

Overall a really creative map, and I'm not even convinced I caught all the new ideas. Some details might benefit from another look, but maybe you also intended all of this. Anyway map approved, but this doesnt mean you have to stop working on it now ;)
 
Level 29
Joined
May 21, 2013
Messages
1,637
upload_2019-10-23_21-18-57.png


I like the trees stuff in the center (and I usually dislike login in general)
but the login in the expandings seems very, non-focus, I have to log my wall of trees and log the enemy wall of trees if they decide to not log it? mmm no I dont see the south part attractive .

I do like the merc. paths of the north.
 
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