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Ancient Islands [16x16]

Moderator: Map Officer

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NinjaNic29

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Mako
Mako

Posts: 23

Joined: 24.07.2015, 19:20

Post 18.11.2016, 06:07

Ancient Islands [16x16]

A similar but improved version of my old map. This one is much easier to tell where you can and cannot place towers. The creeps start in the lower left and loop around the center island before exiting in the upper right.

1 player:
Image
4 player:
Image

Please leave feedback, it's well appreciated! Thanks!
~NinjaNic
Attachments
ancientislands.zip
(204.92 KiB) Downloaded 46 times

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Post 18.11.2016, 06:07

Re: Ancient Islands [16x16]

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Knappe8

Vulture
Vulture

Posts: 398

Joined: 12.12.2011, 21:22

Post 18.11.2016, 15:19

Re: Ancient Islands [16x16]

Its hard to define the path of your Creeps.
The border is to strong... You could think there are two path next to each other.

Maybe do something similar: Lilipads, or rocks, where the creeps could walk on.

Water isn't a good idea as path because you can't tell if there are any blue creeps on ;-)

And even if you understand, whats path and whats not, the way the creeps walk is not clear. They seem to walk the circle like two times? Are they going to do it clockwise?
<<

NinjaNic29

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Mako
Mako

Posts: 23

Joined: 24.07.2015, 19:20

Post 19.11.2016, 02:23

Re: Ancient Islands [16x16]

Here is the updated version:

1 player:
Image
4 player:
Image

Please let me know what you think of this one!
Attachments
ancientislands.zip
(165.18 KiB) Downloaded 37 times
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Seraph07

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Mothership
Mothership

Posts: 2785

Joined: 09.07.2011, 13:26

Location: Hildesheim

Post 20.11.2016, 21:21

Re: Ancient Islands [16x16]

Added to TESTING

Values
103 / 111 / 115
<<

Seraph07

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Mothership
Mothership

Posts: 2785

Joined: 09.07.2011, 13:26

Location: Hildesheim

Post 22.12.2016, 09:14

Re: Ancient Islands [16x16]

There are not enough good deffspots. It will stay in Testing.

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