• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Caverns of Dun Niffelem v 1.05

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Caverns of Dun Niffelem

This is a 128x128 melee map for 2 vs 2 players or FFA. It is designed with underground tile set and some ICC ice. The general layout is an underground frozen cave, where players are at the center of the borders at oposite sites.

Neutrals and creeps
-16 gold mines (1 per base, 12 expanding options 4 defended with red creeps, 8 defended with orange creep)
-4 goblin markets defended with orange creeps
-4 unguarded taverns.
-4 mercenary camp defended with orange creeps


Creeps amount
- 8 green creeps (2 per player)
- 20 orange creeps ( 4 in main base, 16 when 4 players)
- 4 red creep (1 per player)

Strategy

-There are many ways of attack. After the green creeps, you can expand to 3 goldmines near the center. The 4 confortable expanding has a powerfull red creep. The goldmines in the center have orange creeps to to benefit that expantion.

Fictional history
Every map I create has fictional history behind its creation, the enviroment will have relation with fictional history.

After the deafeat of Tyrande forces at the Death Gate of Ice Crown Citadel, some survivors got separated frome the main group and wandered alone in the continent. One of them is Balren of the Claw, he born in Darkshore and married Velene Starstrike. Velene Starstrike was a casualty of the Battle of Mord´rethar. Balren obbeyed the reatreat order of Tyrande with remorse. Now he wanders the south region of Storm peaks without purpouse. He reached the deep caverns of Dun Niffelem seeking refuge from a storm were many wild trolls live. He had no option but to fight them, when he defeated a great leader named Rakhalar, he was acepted by the survivors of the clan. The wife of Rakhalar, Zindai swore to serve him until his death, thats the troll custom. The trolls of Dun Niffelem live from hunting and eating mushrooms. To warm themselves they burn magical crystals that provide a a very good source of heat.They worship the bones of all living creatures and the fallen trolls. They think, the spirits live in the bones, and that they should be respected.

Caverns of Dun Niffelem Journal

Balren words:
My dear, dear Velene. Where is your soul now?
Are you really serving Arthas? Are you in a place I can not reach?
Do you remember the summer time in Darnassus? And the sun on our faces?
But now it seems like the winter will never go away. My heart is now frozen...
I drown my self in dreams... I think I live a nightmare. Your memory erase my visions of the
end of the living world....

Zindai: Dont mourne your wife death. If she is dead... I can help you to comunicate with her. So you can
make peace with yourself.
Balren: How?
Zindai: It is an old Drakkari ritual. It can be done with the help of magical crystals. But, I want somenthing in return.
Balren: What can I offer you?
Zindai: You have to marry me. It is the Drakkari custom that I have to marry you.
Balren: You dont have to marry me.
Zindai: You killed my husband, you have to make up for your deed. Or I have to kill you in combat. Your choice.
Balren: If this is no trick and you really help me to comunicate with my wife Velene. I will marry you.
Zindai: Trolls dont trick, tricks are for the weak.

It will continue...

No imported matierial has been used, only WC3 preset elements

Changelog

Version 1.00 upload
Version 1.01 Update
-Added wood to the corner bases
- Worked simetry in central bases
Version 1.02 Update
Changed 4 dragonkins for 4 scorpids orange creeps, same level 12 and same loot.
-Version 1.03
-Changed orange and red creeps, so they can attack air units
-Changed loot
-Changed goldmines gold amount acording creep level
Version 1.04
-Removed red creep in the center and fountain
- Closed some goldmines
-Both things are to avoid agro when automatic 1 click walk.
Version 1.05
-No more gaps between trees, ajusted loot a bit.

Credits

Map made by Ragnaros17
Contents

Caverns of Dun Niffelem (Map)

Reviews
deepstrasz
Too many dragonspawns for the mines in the middle? All in all, nice. Approved. ======================================== Always check/recheck the Map Submission Rules! (Map Submission Rules) If you want more reviews, come here: The Grand Review...
Level 10
Joined
Oct 26, 2016
Messages
160
You have a strong predilection for underground tileset LOL.

By the look of the screenshot, there are way too many gold mines. They somewhat remind me of hide and seek as players will have to rummage the whole map searching for opponents.

Another issue is center creeps. Units are bound to pass center area while trying to reach the opposite site and they will surely aggro( haven't tested it though ).

Just try to avoid placing creeps in the center as much as possible.
 
Level 29
Joined
May 21, 2013
Messages
1,635
I don't really see the need of having that many gold mines for 4 players.

It gives many posibilities for the play, I like posibilities. And I have the space for them

You have a strong predilection for underground tileset LOL.

By the look of the screenshot, there are way too many gold mines. They somewhat remind me of hide and seek as players will have to rummage the whole map searching for opponents.

Another issue is center creeps. Units are bound to pass center area while trying to reach the opposite site and they will surely aggro( haven't tested it though ).

Just try to avoid placing creeps in the center as much as possible

yeah I like Undeground

There are tons of melee maps with the red creep in the center. Yes you cant pass without a fight, there I put the health fountain in the center like many maps.
You can still reach by using the black paths or you can clear the goldmines in the center they have a orange creep of 3 units very easy to take down.

I was looking the TFT blizzard map Deathrose and yes the health fountain is unguarded (mmm interesting)
 
Last edited by a moderator:
Level 10
Joined
Oct 26, 2016
Messages
160
It gives many posibilities for the play


There are tons of melee maps with the red creep in the center.
You can still reach by using the black paths or you can clear the goldmines in the center they have a orange creep of 3 units very easy to take down.


Yes, you can avoid them by micro, but I bet no player would find it interesting to do so. Players wouldn't want to waste their energy avoiding creeps. Have you played melee? It should take no more than a single click on the minimap to get to the opponent's main.

Look at the map from players' point of view, not from your point of view. Does removing creeps in the pointed area seriously harm the theme of the map? I don't think so.


Deathrose is not even a regular melee map. Yea the decision is yours.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
Yes, you can avoid them by micro, but I bet no player would find it interesting to do so. Players wouldn't want to waste their energy avoiding creeps. Have you played melee? It should take no more than a single click on the minimap to get to the opponent's main.

Look at the map from players' point of view, not from your point of view. Does removing creeps in the pointed area seriously harm the theme of the map? I don't think so.

Yes I play melee and never, ever complied about micro.
I know I can remove them in 1 sec but, only because you dont like micro?, really you count the clicks, ?, WOW, HOS, Starcraft 2, and a lot of strategic games have lot of micro, for some users micro is part of the joy.
If you dont like thats ok but is hard to me to make a choise only for a taste of users who dont like micro manage. Again I dont see it as a bad thing.

The TFT blizzard map Hailstone has more micro than my map, I cant do a map like Hailstone?

I like micro maybe because I played others games that have a lot micro, I dont mind or care how many clicks are required to win the game. Did you played the last map of Arthas TFT campaing, to reach the other side you had a lot of micro,

Yesterday I was looking some Heroes of the Storm games on youtube and there are heroes with a lot of micro but, skilled played can have the enemy crazy with so many and really weird strategies.

In WOW, Druids have more micro than paladins because they shift between 3-4 forms, and still druids hit hard, they put you diseases in normal form, they dance around you in cat form, get invisible, strike from behind, change to bear and tank you, they change to moonkin to heal them self and so on.


upload_2017-11-10_19-12-19.png

upload_2017-11-10_19-31-54.png

 
Last edited by a moderator:
Level 10
Joined
Oct 26, 2016
Messages
160
Yes I play melee and never, ever complied about micro.
I know I can remove them in 1 sec but, only because you dont like micro?, really you count the clicks, ?, WOW, HOS, Starcraft 2, and a lot of strategic games have lot of micro, for some users micro is part of the joy.
If you dont like thats ok but is hard to me to make a choise only for a taste of users who dont like micro manage. Again I dont see it as a bad thing.

The TFT blizzard map Hailstone has more micro than my map, I cant do a map like Hailstone?

I like micro maybe because I played others games that have a lot micro, I dont mind or care how many clicks are required to win the game. Did you played the last map of Arthas TFT campaing, to reach the other side you had a lot of micro,

Yesterday I was looking some Heroes of the Storm games on youtube and there are heroes with a lot of micro but, skilled played can have the enemy crazy with so many and really weird strategies.

In WOW, Druids have more micro than paladins because they shift between 3-4 forms, and still druids hit hard, they put you diseases in normal form, they dance around you in cat form, get invisible, strike from behind, change to bear and tank you, they change to moonkin to heal them self and so on.



You got me completely wrong.

TFT is surely a game that requires a lot of micro, but no one does micro for scouting.

Avoiding creep aggro is as rudimentary as setting item drops and I don't really understand why this is even a matter of debate.

Cited map does have creeps in the center but do creeps aggro? Definitely no.


Again, the choice is yours.
 
Level 8
Joined
Feb 4, 2017
Messages
111
Very pretty map; I don't think additional Gold Mines are something bad - there are enough mercenary camps, merchants and taverns already, so if there's space, why not add a few more? The fact that the expansions are open means that even if someone goes for multiple expansions, they can easily be punished for that. Also, I don't think the red camp in the middle poses too much of a pathing problem - there are lots of alternate paths and you don't usually scout diagonally, but check the nearest bases first.

Finally, a bigger map! I really like the aesthetics of it and the colourful crystals and multiple well-placed doodads are very nice to look at. The creep camps are fair, fit the map and don't drop imbalanced items and there's every utility building available, apart from the Goblin Laboratory.

There's one issue I have with the map - I think you should add more trees in the corners of the map since the expansions there don't offer too much wood; plus, it'd look much better visually.

Apart from that, a map well done.
 
Level 29
Joined
May 21, 2013
Messages
1,635
You got me completely wrong.

TFT is surely a game that requires a lot of micro, but no one does micro for scouting.

Avoiding creep aggro is as rudimentary as setting item drops and I don't really understand why this is even a matter of debate.

Cited map does have creeps in the center but do creeps aggro? Definitely no.


Again, the choice is yours.
I dont mind dabate, I debated a position of a prop barrel, so anything can be debated, but I like to share my opinion, I think in melee there are things optional and things that are bad like goldmine creep in camp mode or bugged ramps . But in this type of matter I like to hear a lot of opinions since the posibilities are a lot.
Of course I take note of every opinion, even if I dont agree much with them.
Yeah I am thinking about it as a posibility (there tons of posibilities), if remove them oposite players can reach the other side more easy than just rush the neighboors.

Also the creeps I put sleeps naturally, so you can walk at night safe,
that gives fun too?

but yes I am working in maps with the tavern in the center, or the red creep more optional so you can still walk safe to the center. I want to have maps very different, so somehow I can satisfice diferent tastes.


Very pretty map; I don't think additional Gold Mines are something bad - there are enough mercenary camps, merchants and taverns already, so if there's space, why not add a few more? The fact that the expansions are open means that even if someone goes for multiple expansions, they can easily be punished for that. Also, I don't think the red camp in the middle poses too much of a pathing problem - there are lots of alternate paths and you don't usually scout diagonally, but check the nearest bases first.
Ragnarons17: Yeah I was thinking that scout the oposite player is a risk, to far away, even if the center is open. And cleaning the goldmines, the 4 center ones nearest the fountain, is easy, it has 1 unit level 5 and 2 level 3, you dont have to avoid them, you can rush them with not much problem.
Finally, a bigger map! I really like the aesthetics of it and the colourful crystals and multiple well-placed doodads are very nice to look at. The creep camps are fair, fit the map and don't drop imbalanced items and there's every utility building available, apart from the Goblin Laboratory.
Ragnaros17: Well the other 4 maps was to warm up and learn before going 128x128, is like lift weights, better start with low and end with more heavy.
There's one issue I have with the map - I think you should add more trees in the corners of the map since the expansions there don't offer too much wood; plus, it'd look much better visually.
Ragnaros17: so more wood in corners, noted, it will be done

Ragnaros17: There is a second Issue, but I will take it to the grave with me and / or fix it in silent XD

Apart from that, a map well done.
thanks

updated two things
 
Last edited by a moderator:
Level 29
Joined
May 21, 2013
Messages
1,635
1- why 10000 doodads?
2- Why do people abuse using doodads?

I am wondering if you are asking wishing a real anwser or is just a hollow question to complain about the amount of doodads.

1- I can tell you that from those 10k, like half should be trees since it has 3 expaning per player plus bases. the other half is decoration, many doodads are small so there are many, I used to had fun with the decoration. tried to make the maps look alive, I think I also put doodads outside the camara limits so it wont look empty

2- there isnt a rule that limits the amount of doodads a mapper can use, so complain because it has many doodads that "people used" in a map seems pointless.
it also pointless to ask "why do people..." when I can not give a response that explains the reason of every mapper that decides to use many doodads.
 
Last edited:
Top