Splatter
Created by normalice
Map Info:
I was actually acquaintances (I won't go so far as to say "friends") with the player "Taurenuapart" (or maybe it's "taurenyouapart" - it's been a while..) who was at the top of the FFA ladder ~12 years ago. Anyway, he informed me that the optimal strategy for FFAs was to amass gold mines, build three of every building, and tech everything so that you can quickly adapt to enemy armies by training counters quickly. A great strategy, really, so of course I tried to wreck it with this map. Expansions are somewhat heavily guarded here, and not exactly in abundance. The creeps, in general, are probably a little harder than they ought to be, but creeping is not the purpose of an FFA, so that shouldn't matter.
Features:
Goblin shops are in abundance. There is one on each edge of the map, and then one right in the center.
And of course, I have my 'trademark' waygates in the map. They are in the four corners - their intent is for latter game, once a victor of each of the smaller subsets 3-player FFAs have been decided.
There are fountains of health in each corner, next to the waygates. Each of these fountains, and in fact the expansion gold mines as well, is placed in a hole so that defending them is an 'uphill' battle. The idea is that it always gives a minor advantage to the person attacking - under the impression that the person with the gold mine already has an advantage.
One creep at each fountain also has a chance of dropping a rune of the watcher, so that the person who conquers it first then gets to see when his enemies are most vulnerable (assuming no one is maphacking..)
There are two sets of trees at the starting location. The closest ones are 'dead' trees and are rather sparse. the idea behind this is to provide cover for towering (if desired). The trees that are further away can be cut down to reveal a merc camp, and enemy bases. Strategic use of wood workers is, thus, vital on this map.
And there are four taverns placed between the sets of bases.
tion
Updates:
modified terrain to take away some of the 'sharp' edges
added some trees to the starting locations
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removed dragons guarding waygates
added some yellow camps
adjusted drops accordingly
Other work:
Pack