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Treasure of the Hidden Peaks

Submitted by Lumek4
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
Treasure of the Hidden Peaks

Melee 1v1 map
Author: Lumek4
Description:
The goblin scientists have located a bountiful gold mine between the Hidden Peaks. Help them with their bandit problem and use their ingenuity to get there before your enemy does!

Premise:
- You have to decide whether to protect your expansions or creep and make your heroes more powerful. The bottom corners have marketplaces, the items from which can turn the tide of the battle.

- The middle goldmine contains a lot of gold, which encourages focusing on the goblin laboratory for zeppelin and skipping the very tough camp and the line of trees protecting its entry point.

1.1
* Moved the dead-end points of interest closer to the main roads a bit.
* Downgraded items dropped by some green camps.
* Reduced the power of red camps and upgraded item drops.
+ Added small murloc camp in the bottom middle. It awards you with a murloc huntsman.

1.0
* Added the map.

Note:
I appreciate all criticism.
Previews
Contents

Treasure of the Hidden Peaks (Map)

Reviews
mafe
Ok, so for a first map, that is quite good. It's Loardaeon summer, which you cant go wrong with. Items and creeps are also realtively close to balanced. But as is normal for new mappers, some details are not quite ideal yet: 1. The itemdrop at the...
  1. Knecht

    Knecht

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    For a first map (if it is your first one), it's not bad at all. There aren't the usual "rookie" mistakes :D
    The expo hidden behind the trees is a really nice idea, a great workaround for an island type expo where a player doesn't need zeppelins to get there. Some stuff here is great. However there's still some things to improve:
    -map is very big for 1v1, there's lots of dead ends, expos and marketplaces are quite far off from the main road
    -a lvl 4 camp dropping a L2 power up? that should be just a L1 power up
    -lvl 7 camp shouldn't drop a lvl 3 item
    -creep routes are a bit weird, though I like the route around the merc camp
    -those red camps are way too strong, lvl 31 camp shouldn't drop a lvl 4, such camp would drop a lvl 6-7 item, but it would be better to have the camps at a lvl 20-25 (with item range lvl 4-6)

    I think the map would flow a lot better if the way to the lab would be open on both sides (where the tents are now). This could make for a better creeping experience. The terraing is somewhat lackluster but whatever. Anyways, keep mapping, it's always great to see new mappers.
     
  2. Lumek4

    Lumek4

    Joined:
    May 31, 2020
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    Thank you for the feedback!
    I applied some of the changes you suggested. I left the middle red camp strong, with weak items and close to both players to incentivise using the zeppelin. Some of the races have better ways to clear the trees than others, so I didn't want to give them a big advantage. I hope to improve the map as I hear more opinions!
     
  3. stan0033

    stan0033

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    Looks amazing and original. May it be approved.
     
  4. mafe

    mafe

    Map Reviewer

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    Ok, so for a first map, that is quite good. It's Loardaeon summer, which you cant go wrong with. Items and creeps are also realtively close to balanced. But as is normal for new mappers, some details are not quite ideal yet:
    1. The itemdrop at the expansion is quite strong. Maybe downgrade the lvl 2 permanent to lvl 2 charged.
    2. As @Knecht mentioned, dead ends are rarely a good idea. Especially the expansions in the dead ends look very easy to defend, as the attacker can be trapped from behind with militia support.
    3. No trees near merc camp. Usually and creepcamp that can be taken with milita should also be able to be taken with an AoW. Without trees, AoW-creeping is nerfed quite a lot.
    4. Some creepcamps are positioned in such a manner that units coming from the base will aggro them and take damage.
    5. Runes of rebirth are a double-edged sword, see the guide in my signature. Using them on a ensnare creep might is interesting, but risky in terms of balance.
    6. There are countless of spots where wisps are safe from melee units, simliar to this screenshot:
    safe wisps.png
    It's incredibly tedious, but for a map to balanced for highlevel gameplay, it's better to place trees with the size 2 circular tool in such a manner that there are no gaps between them.
    7. Dont have unbuildable terrain near main bases, even under trees. It just prevent building placementh, which is annoying, without any providing anything positive.
    8. Visually, the map is basic, but looks okay-ish thanks to the tileset choice. Still, there's a lot of room for improvement.

    So overall, most of what I mentioned are no real bugs, but rather questionable gameplay choices. I'd like you to fix 3, 4 and possibly 1. Until then, map set to Awaiting Update. Of course you can also try to take care of the other stuff while you're at it, but that's optional.
     
    Last edited: Jun 14, 2020
  5. mafe

    mafe

    Map Reviewer

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    No update in more than 3 months. Therefore map set to substandard.