Wurmspine Wood

'Felled by the Titans in some bygone age, the monstrous remains draw many a cultist to the bitter mangroves'

Players: 1v1
Resources: 6x (12500 Gold)
Creep Camps: 8,12,4
Neutrals: 1x Tavern, 2x Goblin Merchant, 2x Goblin Laboratory, 2x Mercenary Camp, 2x Fountain of Health

Authors Notes: Contest Entry for Melee Map 21.
A more practical reimagining of Serpent Shoals; has a large number of creeps camps for the map size.
- Distance from Fountain to each Mine is fairly equal

Melee Map 21 - Contest Thread
Contents

Wurmspine Wood (Map)

Reviews
mafe
So since the contest is now over (for quite a while): What to make of this map? The judges of the recent contest were not too convinced with this map and raised some valid points...
I love your tile mix! I had started a map with this mixture of tiles but with trees of sunken ruins, I would have to finish it lol :P
I think you should put the tournament link here as well as put a message on the tournament dialogue with the link of your map for it to be taken into account ;)
 
So since the contest is now over (for quite a while): What to make of this map?

The judges of the recent contest were not too convinced with this map and raised some valid points:
I mostly agree with them.

If I'd say the map is "style over substance", than this may sound mean, but it's not meant that way. But rather as a means of saying that the visual theme of the map is its main standout feature, while the gameplay features are not bad but not great either.

So yes, I really really like the "snake"/"wurm" that makes for a great minimap. Ingame, the map itself looks very nice too, but unfortunately a side effect is that is hard to get a sense of orientation while playing without constantly glancing at the minimap.

Regarding gameplay, I see the following weaknesses:
1. Overall the map is a bit too large for a 1v1 "standard" 2-players-6-goldmines-map.
2. AoW-creeping isnt very convenient.
3. Some itemdrops/creepcamps are unconventional, but in a good way (such as the lvl11 camp near the base, which includes a lvl 7 turtle). But some itemdrops are quite a bit away from the norm, in particular the camp at the central expansions, which is lvl 16 but only drops a lvl 2 item. This should be a lvl 3 item, and possibly a powerup too. On the other hand, a lvl 2 charged item from a lvl 6 camp isnt appropriate either (as ag3nt pointed out in his review).

It's a borderline case, and I'd really like to see some changes to the items. Look at ladder maps to get an item how strong a camp should be to drop items of a specific level.
On the other hand, iirc you already improved upon earlier versions of the map, and as a sort of "concept map" the map does its job. Therefore map approved, but only just.
 
Back
Top