I followed the PTR closely and talked to several players. I also checked the Blizzard ladderedit in detail and I have to say thanks again because I guess it was quite some work to remove and replace all the custom models.
There are still some random pathingblockers and things around that are remainders of customdoodads. Also I now detected a lot of floating shrubs and other doodads.
One of the biggest changes of the blizzard version is obviously the lvl 2 charged item which replaced the custom timed watcher ward. There are some concerns with the itemdrop which might be troublesome.
At first there are several MUs where it would be predetermined which race would get the mid creepcamp. This is why the idea was to drop a rune which can only be “consumed locally” and does not give too much of an advantage.
Other than that it is mainly the Lightning Shield which is the biggest concern and makes the LVL 2 charged itemclass difficult. Now there are 3 relatively easy camps which can drop LS. Other maps like EI also drop LS close to the bases (merc) but the camps are harder, thus not attainable in the early game. The easiest fix for this would be to finally balance LS so mapmakers don’t have to worry about removing it from the drops anymore.
The other option that is definitely fun would be adding the invisible potion as a fixed drop again how it was in the first version. It would be a very unique camp which would possibly increase the fun factor of the map since we can see players trying to itemsteal or similar things. It would be an item which is actually interesting when used and actively encourages player interaction. But obviously I understand that it is a highly unique drop that maybe doesn’t fit in the general scheme of Blizzard ladder maps!
I don’t know how much the map is in my hand any more but im still determined to tweak and optimize the map after seeing so many players play and comment on the map.
Since you guys have probably a lot of things to do and cant put the amount of detail and time into the map as I can I decided to fix several things that would IMO further improve the gameplay of the map.
I will talk in detail about the changes of the new Version 2.1 where I mostly tried to also work in the best interest of how Blizzard changed things in the map (for instance no more mixed trees and general approach in the cleanup)
Changes in version 2.1
Creeps:
- The Gnoll greencamp next to the bases is now a stronger green camp with 1 Ogre and 2 Trolltrappers which drop a lvl 2 perm item.
- Spiders at the Merccamp now drop a LVL 2 charged instead of a LVL 2 perm
- Golemcamp direction of the highground ramps changed facing the center of the map now, added 1 additional lvl 3 kobold + 1 additional lvl1 kobold that drop a lvl 3 charged item and lvl2 tome instead of lvl 2 and lvl 2 tome(without TOE). Further the area of the highground increased to allow easier unit movement with bigger armies
Reasoning:
The idea was to add options for different creeproutes and races which are based on MU and mindgames.
To further increase the original idea of the map it was necessary to encourage even more more playerinteraction. The options of having stronger and way riskier creepcamps and safe creepcamps should deepen the concept of opportunity cost in the gameplay.
The realignment of the ramps of the golemcamp makes it easier to creepjack and the increased distance makes militacreeping more dangerous. AOW creeping is possible but the low amount of trees can make an engaging opponent an increased risk.
Hurl Bolder, Slow and Bash might allow enemies to pick of hurt units.
At the same time the value of the camp is increased by dropping a lvl 3 charged item and giving lvl 2.2 instead of 1.9.
The Rockgolem is the only high level creep on the map that cant be “coiledjacked” by UD
The green Gnollcamp is now a Ogre with two Troll Trappers which drops a level 2 permanent item. The early game creepcamps are designed that most creeps have abilities like ensnare, poision or slow to punish thoughtless play and making early game harassment more powerful, therefore reducing the “creepcraft” factor of players just clearing their restrictive side of the map.
All early game creeproutes have different advantages and disadvantages and should be chosen wisely according to race, MU, enemies skilllevel and needed items.
-changed orientation of southeastern murloc greencamp
Reasoning:
Incresead symmetry and old layout led to meleeunits getting stuck and pathing not working if the creeps are not pulled accordingly.
-red creep dragonturtle now additionally drops a rune of lesser resurrection which allows to revive one dead unit. Especially newer players might lose units to this camp. More experienced players might let specific units die to revive them with full hp
Map layout:
-Golemcamp ramps face the other direction now and has two ramps now instead of one.
Further the highground is designed so it cant be effectively abused with siege units to attack the enemys base
-additional space at the lower red camps
-slight movement of the goblin laboratory for full symmetry
-removed a tree here and there close to the bases to ensure symmetrical spacing at the entrances
-moved treeisle in front of the southeast expo a bit more south for symmetry reasons
-green camp skeletoncamp (camp with frost archer) modified so they are completely symmetrical now.
Misc:
-added pathing blockers at the left outskirts of the map which probably got accidently removed during the cleanup
-removed pathing blockers from doodad cleanup and replaced with fitting doodads or trees
-added various ladderfriendly doodads and effects over the map to compensate for the custom doodads p.e.:
Fixed southeast skeletoncamp pillars and added blockers so no wisps can hide
Added pillars at the red camp and other doodads
Added doodads at the middle green camp to signify the middle and make it more stand out
Cenarion statue realigned and slightly redesigned
Several other small optical improvements all over the map to compensate custom doodad loss. I tried my best to increase the aesthetics of the map and add several small storylines that add to the overall atmosphere
Hey
@Anomines , congrats! It must be a great honor to have your map added to the official ladder.
Amazing that this map is now in the official map pool.
Congratulations!
Thank you!