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Desert's Edge

Story:
The cold winds of the Southeast bring rain and mark a limit to where the arid desert arrives. This place has been kept alive thanks to a refreshing oasis that is often surrounded by hostile creatures that want to drink from its waters. If you want to get some shade, you'll have to be more stubborn than the intimidating creatures.

Map Specifics

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Players
2

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Creep Camps
8 8 2

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Neutral Buildings
7

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Gold Mines
6

Strategy:

Let me tell you how this map is designed. To begin with, you will have two green fields of hostile units very close to your base. One of these groups drop an item of level 2 permanent and the other (The one of the turtles.) drop an item level 1 enhancer.

Now let's move on to expansion location number 1. This group of units has 1 unit of level 4 and also 4 units of level 1. The head of this area drop a level 2 permanent item.


The mercenary camp that is very close to your base is a group of very strong units. The boss is a level 6 murloc who is well accompanied by other murlocs levels 3 and 4. This field should not be taken lightly. But if you decide to take hits with the murlocs you will get an item level 4 permanent and two level 1 and 2 enhancing books (Does not include experience book.)

One of the most important camps is that of the goblin store, it is one of the most used areas on each map, at this time they may seem a little intimidating the hostile creatures I chose, especially because they are not well known. But quiet, this group of units have the same power as a field in goblin stores like those in Roca Tortuga. I mean an ogre magician level 5, two ogres level 3 and two troll trappers level 3. This field has those same levels, only different skills (It could even be considered weaker than the field of ogres). The items that they leave are: an item level 3 loaded, and one of the hydras will leave an item level 2 enhancer (Once again, no experience book.)

Another important neutral building is the goblin laboratory, at this time, the centaurs protect this location and drop an item level 2 level loaded and a item level 1 enhancer. The boss is a level 5 centaur and is accompanied by two centaurs of level 2 and two centaurs by distance, also level 2.

Now an area of the map that you will want to know information. The second gold mine is a little further away than the first expansion location. This second mine has a very important creep camp, its residents are really strong as well as the objects that they drop if the you kill In this place you will get a level 4 loaded item and a level 2 enhancer item (This time if you include experience book.)


To rest a bit of so much action, you have a more relaxed group, are the murlocs that are in the middle of the map, they leave an item level 1 enhancer.

Finally, the strongest camps on the map are at the corners. Here lie two lizards of thunder level 6. One of them will drop an item Level 2 Enhancer (Including the experience book.) And a Storm Wyrm level 9. What do you get if you kill it? a level 5 permanent item.


Changelog

v2b - Map renamed.

v2c - Adjustments in terrain.



Author's notes

Hello!
This is my entry for Melee Mapping Contest #2.
Hope you like!
Good luck to everyone in the contest!
Contents

Desert's Edge (Map)

Reviews
WolfFarkas
map is very good, I spoted this. do you know the concept Age of war creeping? it means to kill creeps using the age of war as tank, NE play like that in competitive melee plays. One market can be creeped using the age of war. The other not...
deepstrasz
Approved based on reviews here: Melee Mapping Contest #2 - Results
Level 29
Joined
May 21, 2013
Messages
1,635
map is very good, I spoted this.

do you know the concept Age of war creeping? it means to kill creeps using the age of war as tank, NE play like that in competitive melee plays.



upload_2018-9-16_23-2-0.png


upload_2018-9-16_23-4-42.png




One market can be creeped using the age of war. The other not.

I am not shure if you did this mindfully or just random. But I think that humans and orcs can build towers in that small portion and avoid NE to reach the goblin market early. or in a NE vs other race, the other race will figure out that NE will try to go to the east goblin market and not to the west one.

when I play as NE, I tend to do 2 age of war, 1 for the merc camp, and 2 for the goblin market,

but again the map is very good in terms of balance, this is the only thing I spoted.
 
Level 7
Joined
Nov 15, 2017
Messages
60
One market can be creeped using the age of war. The other not.

I am not shure if you did this mindfully or just random.

It was just random. Although I believe that few elves will try to kill those hostile units with the ancestor of war because it is too far away, they usually use it for the first camps closest to the base or even the gold mine. But anyway these days I'll fix it so that it's even on both sides :)
Thanks for your comment and your contribution! : D
 
Level 29
Joined
May 21, 2013
Messages
1,635
It was just random. Although I believe that few elves will try to kill those hostile units with the ancestor of war because it is too far away, they usually use it for the first camps closest to the base or even the gold mine. But anyway these days I'll fix it so that it's even on both sides :)
Thanks for your comment and your contribution! : D

even if NE don´t try to go to the market with the AOW

still is good to have terrain, so humans/ orcs can build farm the equivalent of NE to use their owls / wisp as scouts.

yes is very minor thing
 
Level 5
Joined
Mar 1, 2018
Messages
47
Nicely done. WHat I would change is:

Instead of level 2 charged being at the lab, maybe make it very slightly harder and drop level 3 permanent. and that green murlock spot, make it a tad harder and it drops level 2 charged instead, so those items are more contested.
 
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