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Submitted by Misch on 18.01.2014
Description- 80% symmetrical layout
- no special things like effects or triggers (*wink* at ppl playing savage at calculators :P )
- nothing further to say at this point

25.10.2013 fix:
- played with middle-flag texture a bit
- aligned bugged prop at middle
- added restrictional siege trigger to the flag
- fixed ladder

- Major strategical adjustments:
----- deleted flag to avoid rushing
----- deleted both grimswalls to get the game flowing
CategoryNormal Savage
Derived From(not derived)
Map Statusonline
Rotation Information[this map is not in the rotation]
Download LinksMap File
Overhead Image (right-click, "Save Target As ...")
Map Statistics
R. Mines6
G. Mines0

Rating: 3.67 stars (3 votes)[You have to log in to rate!]
14.10.2013, 05:51
The hills on this map create a really tough choice for commanders, you want to cover the hill by the flag to mid, but then you leave the corner hill open, and from there enemies have that cliff over base they can climb instead attacking at ground level.
14.10.2013, 05:54
the only idea I had on a change was to some how make a path open from cliff to flag hill. so that if a comm chooses to forward on flag hill team can still defend the cliff. Also more trees for the namesake.
14.10.2013, 11:00
Yeah, there are few things that I totally have to finish:
- texturing
- adding more props
- getting for non-playable areas more natural look
- technical stuff, mainly enviroment stuff

I just wanted to get some comment at overall layout :) thanks the for feedback
16.10.2013, 19:43
Thumbs up!
19.10.2013, 10:19
Well, pretty much done with this... fixed worker paths, however middle is a bit confusing for them. Still they manage to pass trough with a little help from commander.
24.10.2013, 12:05
Nice map, I like the layout.

- Nothing that I could find.

- You can get stuck behind the ladder leading into the middle (where there's a chiprel) coming from the lair.
- The middle part of the prop construction around the Grimms' walls are both misaligned, might be intentional.
- You can't exit the middle flag if you spawn catapult, ballista or behemoth.
- Stylistically maybe retexture the middle to be more of the rock/dirt texture to create some variation in the map.
25.10.2013, 06:54
Kay, I aligned the thing - it was not intentional :P I've also added restriction trigger for siege so that huge units which couldn't pass can't even spawn there. Texture changed a little. The ladder is not really fixable, however not a big deal anyways imo. Players wont go there anyways as it is obvious that you might get stuck there.
25.10.2013, 11:42
I think the ladder is definitely fixable, a simple blocker prop on the higher side should prevent players from slipping around and getting stuck, and I would definitely consider such an obvious issue a MUST fix.
25.10.2013, 12:40
Oh, yes.. I was too lazy to play with terrain :P Blocker added.. thanks, I totally forgot they exist.
28.10.2013, 23:33
Since you fixed the blocker - onlined.
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In-Game Statistics
Game plays95
Game draws6
Human wins32
Beast wins57
Avg. minutes18

In-Game Reviews
04.09.2016, 17:44
workers kept getting stuck on terrain
23.05.2016, 07:49
22.11.2014, 11:53
Terrible map. Humans have no room even for a half decent shield.
17.09.2014, 12:01
Nice map but favors beasts. Should be balanced.
Apparently unskilled.
09.07.2014, 18:58
08.12.2013, 11:44
beast map
16.11.2013, 00:55

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