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Endgame in the Nether World


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The Burning Legion has started its last invasion
onto the peaceful lands of Azeroth. All of the
daemon armies have been teleported to kill every
living being and destroy the world once and for
all. Sargeras has led his followers to battle,
and they have freed the Old Gods from the
depths of Azeroth.

It did not matter who faced against them, neither
the mortal races, nor the dragons were able to
defeat the demon flow. The Legion was unstoppable.
After Azeroth has torn to its pieces, it has been
teleported into the Twisting Nether.

Only a few has survived the teleportation. Now, it
is up to you, what fate is waiting for your people:
life or death. There is no time to bind new
alliances, since the endgame has already begun...

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  • 2 players
  • 6 Gold Mines
  • 1 Tavern
  • 1 Goblin Merchant
  • 2 Goblin Laboratories
  • 6 green creep camps
  • 11 orange creep camps
  • 2 red creep camps


All of the creep camps have multiple sets with
smaller or bigger changes, so the map will not
be the same in every playing.

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  • First creep camp has moved to the Way Gate
  • First creep camp has been given +1 unit
  • Changed hostile Goblin Sappers to daemon units
  • Deleted goblin critters next to the Goblin Merchant


  • Added creep camp in front of the Goblin Merchant
  • Changed easter egg units to smaller doodads
  • Changed Gold Mines' amounts to 12500, 10000 and 8000
  • Removed Ring of the Archmagi - Level 1 item from the drops

Contents

Endgame in the Nether World (Map)

Reviews
deepstrasz
Usually melee maps have the minimap as the preview image, not a random/custom made picture. 1. The nearest neutral camp might just be too close to the base. Instead you could potentially move it near the Way Gate although that would kill rush. Or...
deepstrasz
Oh, so you've left the middle shop unguarded? The neutral passive neutral hostile units should be removed (ghost and skeletal archer). Actually... instead turn them hostile and mirror them along with a mini floating island (to the south).
Level 7
Joined
Jun 28, 2017
Messages
317
Looks like Azeroth in this map's gonna be forever no more after being shattered to pieces. But i'm okay with that including the WC Chaos Demons i suppose.
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Usually melee maps have the minimap as the preview image, not a random/custom made picture.

1. The nearest neutral camp might just be too close to the base. Instead you could potentially move it near the Way Gate although that would kill rush. Or just move them a bit towards the Way Gate, somewhere on the path to it.
2. Found three Ring of the Archmagi of which two being level 1 after eliminating 4 neutral camps in a row.
3. I'm afraid there should be no other units than those in melee that includes neutral passive. So, no goblins (not even for neutral hostile).

Awaiting Update.

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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Oh, so you've left the middle shop unguarded?
The neutral passive neutral hostile units should be removed (ghost and skeletal archer). Actually... instead turn them hostile and mirror them along with a mini floating island (to the south).
 
Level 7
Joined
Dec 30, 2014
Messages
23
Oh, so you've left the middle shop unguarded?
The neutral passive neutral hostile units should be removed (ghost and skeletal archer). Actually... instead turn them hostile and mirror them along with a mini floating island (to the south).

And what if I make two doodads of them, than replace the units? It is just an easter egg, thats why they are in the game :D

About the Merchant shop I forgot about it. I will finish it today.
 
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