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Turbid Waters

Map name: Turbid Waters
Map description:
Be vigilant in these tropical jungles and murky rivers. Who knows what dangers lurk there.
Number of players: 2
Playable size: 124x116
Tileset: Dalaran ruins/Sunken ruins

Neutral buildings:

  • 8 gold mines (12500);
  • 1 tavern;
  • 2 goblin merchants;
  • 2 goblin laboratories;
  • 2 mercenary camps Sunken ruins;
  • 2 marketplace;
  • 2 goblyn shipyard.

Creeps:

  • 8 green camps;
  • 10 orange camps;
  • 4 red camps.
Contents

Turbid Waters (Map)

Reviews
deepstrasz
Truly pristine use of melee mechanics not to bore with same ol' same ol' gameplay. Boats (although less controversial since their official modification) and amphibious mercs to go through water canals swirling into the map! Two expansions are tad near...
I guess you made it for upcoming Mr.Light ATR tourny ss.
The layout ain't fitting with competitive style, too large. There's no need for contact between player at all to get to lv3. Close mercenary camp in a deadend next to base, very easy to access to. With one side to expo, expose to no one too. Which is what Mr.Light always ask for, big map long game.
.
If you ask me will this work, I would say the idea of boat in front of base very easy expo in the middle won't work. Militia will be reset to present every time militia enter any transport. Close to this case would be Eye of Persephone from INSEKT, LakeFarathim by me, or GateKeeper by FolderZ. Which has run on ATR, Tower/Raccoon ATR and Hiveworkshop cup before. You could probably find a few replay from Youtube. Take it as a grain of salt or case study.
.
I heavily like the murloc pier. Is that a fish market? Nice job!
 
I guess you made it for upcoming Mr.Light ATR tourny ss.
The layout ain't fitting with competitive style, too large. There's no need for contact between player at all to get to lv3. Close mercenary camp in a deadend next to base, very easy to access to. With one side to expo, expose to no one too. Which is what Mr.Light always ask for, big map long game.
.
If you ask me will this work, I would say the idea of boat in front of base very easy expo in the middle won't work. Militia will be reset to present every time militia enter any transport. Close to this case would be Eye of Persephone from INSEKT, LakeFarathim by me, or GateKeeper by FolderZ. Which has run on ATR, Tower/Raccoon ATR and Hiveworkshop cup before. You could probably find a few replay from Youtube. Take it as a grain of salt or case study.
.
I heavily like the murloc pier. Is that a fish market? Nice job!
Hi, thanks again for the attention to my maps.
I don’t think the map size will be a big issue, since the rush distance is quite short.
I’m aware of the specific interaction between militia and boats. I’m not expecting the central mines to be taken this way, but it’s still possible due to weak guarding. The main idea is to force players to use boats to reach the dead-end mine quickly.
I agree this layout is questionable but still want to see how it works in practise.
 
I like the layout and everything i just dont think there is a need for 6 vacant gold mines with it just being 2 players playing. At best you can take 2 away and add an additional camp there since most of the time in 1v1's players only get 1 expansion. Maybe 2 if it lasts that long.
Even if players won't take all expands it makes options where to place them.
 
I like the layout and everything i just dont think there is a need for 6 vacant gold mines with it just being 2 players playing. At best you can take 2 away and add an additional camp there since most of the time in 1v1's players only get 1 expansion. Maybe 2 if it lasts that long.
not entirely true though. They will take all expo as long as they could hold. Look at LT or TM you can see many people take the whole map especially for NE vs UD case.
 
  1. Truly pristine use of melee mechanics not to bore with same ol' same ol' gameplay. Boats (although less controversial since their official modification) and amphibious mercs to go through water canals swirling into the map!
  2. Two expansions are tad near the starting place and might be taken faster by some factions.
  3. Not too sold on the green camp expansion. Although farthest, still seems too simple to get it considering the gold it has.
  4. There is only one ground entry towards the enemy which ca be barred by farms and towers.

You definitely have a way of making the looking at the terrain appealing.
Approved.


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