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Mordor v 1.04

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Mordor
This is a 96x96 melee map designed for 1vs1 players. It is designed with the dungeon tileset mixed with some bricks of other tileset . I used 5800 doodads (aproximate).

Neutrals and creeps
-6 gold mines (2 Bases: 12500 gold; 2 in corners with 12500 and 2 in the midle edge area with 18000.
-2 goblin markets defended with orange creeps
-1 unguarded tavern in the center.
-2 mercenary camp defended with orange creeps
-2 Goblin labs defended with orange creeps
-2 marketplace defended with red creeps.

Creeps amount

- 8 green creeps (3 per player),all defending nothing.
- 16 orange creeps ( 4 defending the goldmines, 2 the goblin markets, 2 the mercenary camps, 2 goblin labs, 4 defending nothing)

Strategy

The near green creeps loots power up level 1 and the more far away from base loot permanent level 1
The fast expanding is the midle edge goldmine defended with level 15 creeps, the corner goldmines are for long play defended with level 19.
Since many creeps don´t leave corpse, I put rats so undead may use their necromancer against those creeps.

Fictional history
This is Mordor, so in this map you can find Sauron Tower, the Mount of Doom (volcano) and some kind of Black gate wall area.

Changelog


Version 1.00 upload
Version 1.01
-Skeletons more deep in forest
-filled gaps
-changed level 3 units for level 6 to loot level 3 items
-added 300 doodads, like some arch with fire and skulls, and flags
Version 1.02
-Ajusted loot level 4 charged manually: only stones, wind wand and heal totems
Version 1.03
- Made the corners no good for land with zeppeling
Version 1.04
- Map has Age of War creep options (modified terrain tile-set).


Credits


Map made by Ragnaros17

Sauron Tower made by the Hive user olofmoleman
I also credit him in the map decription
Contents

Mordor (Map)

Reviews
mafe
Good map, all the basics look good to me. The creep are also are very interesting and different from what you see on the standard maps, but there I dont see any problem with them. A few details I would change: -Various lvl 3 creeps drop lvl 3 items...
deepstrasz
Approved based on @mafe's review. ---------------------------------------------------------------------------------------- EDIT: -there are places where you could leave a long ranged unit with a Zeppelin to attack the enemy's base from behind...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Good map, all the basics look good to me. The creep are also are very interesting and different from what you see on the standard maps, but there I dont see any problem with them. A few details I would change:
-Various lvl 3 creeps drop lvl 3 items: The blademaster will just kill these creeps in a few seconds and can get several strong itmes easily.
-You have placed various pathing blocking doodads near forests, and in a few places there are some small gaps where small units can pass through, but bigger units (grunts, heroes for example) cant. You also left a surely unintended path behind forests. Here you have some examples:
MordorPathing.png

-The skeleton between main bases and shops are attacking units that walk past them.
-The market places in combination with the highlevel charged items is somewhat controversial and the consequence are hard to predict.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Good map, all the basics look good to me. The creep are also are very interesting and different from what you see on the standard maps, but there I dont see any problem with them. A few details I would change:
-Various lvl 3 creeps drop lvl 3 items: The blademaster will just kill these creeps in a few seconds and can get several strong itmes easily.
-You have placed various pathing blocking doodads near forests, and in a few places there are some small gaps where small units can pass through, but bigger units (grunts, heroes for example) cant. You also left a surely unintended path behind forests. Here you have some examples:View attachment 291983
-The skeleton between main bases and shops are attacking units that walk past them.
-The market places in combination with the highlevel charged items is somewhat controversial and the consequence are hard to predict.

1) Thanks
2) About the creeps, I see your point about the items level 3, I will redisign those.
3)Thanks for the advise seems I missed to fill the gaps , and I will make shure to not leave gaps. I put blocks so people wont say I can walk above fire.
4) skeletons agro, will check
5) well is defended with a red creep, so is for later game, maybe I can increase the level a bit more

The doodads seem to be placed kinda sloppy and the terrain could use some work, the tileset is kinda hard too use but its not crazy hard.
1) I will see what more can be done with the doodads.
2) None of my maps have your complex cliff use and I am not skilled with the rise/down tool so I think your statement is fair.
About the tiles, I really put efort in it (pixel by pixel).

thanks for the feedback, I will update this.
 
Last edited by a moderator:

The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,912
1) Thanks
2) About the creeps, I see your point about the items level 3, I will redisign those.
3)Thanks for the advise seems I missed to fill the gaps , and I will make shure to not leave gaps. I put blocks so people wont say I can walk above fire.
4) skeletons agro, will check
5) well is defended with a red creep, so is for later game, maybe I can increase the level a bit more


1) I will see what more can be done with the doodads.
2) None of my maps have your complex cliff use and I am not skilled with the rise/down tool so I think your statement is fair.
About the tiles, I really put efort in it (pixel by pixel).

thanks for the feedback, I will update this.

That's fine, practice makes perfect no biggie!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,828
updated, I fixed the major bugs, the gaps, the level 3 units looting level 3 items, and the agro skeletons.
Approved based on @mafe's review.

----------------------------------------------------------------------------------------

EDIT:
-there are places where you could leave a long ranged unit with a Zeppelin to attack the enemy's base from behind
mordorRagnaros01.jpg mordorRagnaros02.jpg
-some creep camps are too near each other and may trigger some units from them to move out of their camp zone; example: the two 6th level Golems nearing the Marketplace's undead

The overall looks isn't too pleasant because of the hue and dead tree spam but that's the theme. I guess you could try to figure out how you could implement more LotR elements.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
Approved based on @mafe's review.

----------------------------------------------------------------------------------------

EDIT:
1-there are places where you could leave a long ranged unit with a Zeppelin to attack the enemy's base from behind
2-some creep camps are too near each other and may trigger some units from them to move out of their camp zone; example: the two 6th level Golems nearing the Marketplace's undead

The overall looks isn't too pleasant because of the hue and dead tree spam but that's the theme. I guess you could try to figure out how you could implement more LotR elements.

1- Not shure which area do you mean?
2-Tested both golems camps with knights (close combat), I didn´t trigger the red creeps above because of cliff, and they are not linked to the creeps above. So I think is safe.

edit: fixed the landing area ;)
 
Last edited by a moderator:
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