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Ruins of Gold'ul

This bundle is marked as pending. It has not been reviewed by a staff member yet.
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Ruins of Gold'ul


Description:
At the mysterious ruins of the South island, they will find the small ancient temple. Prepare to fight.


Features:
- 4 Gold Mines - 2 Main (14000g), 2 Expansions (12000g)
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 1 Tavern

- 4 Green Creep Camps
- 6 Orange Creep Camps
- 2 Red Creep Camps


Map Overview:
full


Changelog:
v1.0
- Map uploaded
v1.1
- Terrain, doodads, and creep camps improved (new map description, added more critters).
- Sea Elements camps are swapped from Jungle Stalkers camps (added new item Level 1 Power-up and replaced with Level 2 Permanent from charged item).
- Changed Stormreaver camps changed to Level 2 Charged.
- Jungle Stalkers' Level 3 item drops are half by half.
- Replaced Hydra camps with Sea Turtle camps (added Level 1 Permanent instead of a power-up item).
- The Tavern has moved to the forest from the small temple (and added one more).


Author Notes:
If you have questions, suggestions, or criticisms, just leave your comments below!



Contents

Ruins of Gold'ul (Map)

Reviews
mafe
Another map, with the same positives and negatives as the other recent maps of yous. Visually the map looks somewhat bland in some places, overall it is not great, not terrible. In terms of gameplay, we have the same problems as before: 1. Misplaced...
Level 26
Joined
Jan 4, 2020
Messages
364
From my quick look through.
1. Tree gaps still exist try to use hexagon tree line and connect them would be mine guide.
2. The walking pass will aggro most of the creep
3. Symmetrical I guess you already know about this from Mafe and Knecht.
4. Tree line to wall up and protect the base wouldn't work here either.
5. I wouldn't recommend that ramp around the middle tavern. It make the route even tighter than before, but I understand that it was for a visual.
6. Fast expo strategy wont be available here.
- I'm impress about how expo is used right here, a very interesting position, I might borrow this idea xD.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Another map, with the same positives and negatives as the other recent maps of yous.
Visually the map looks somewhat bland in some places, overall it is not great, not terrible.

In terms of gameplay, we have the same problems as before:
1. Misplaced starting positions, bad main base layouts, trees too far away.
2. Mostly balanced creeps and items, with the following exceptions: The expansion should have some kind of antiair. Some itemdrops are borderline too weak, but are acceptable. The lvl 1 powerup from the 3-3-3 hydras definitely is too weak however.
3. Gaps between trees.
4. Creeps are in bad places where player units might run into them by accident.
5. The overall amount of creeps is better than on your other recent maps, but still there could be 1-2 more green or orange camps per player.

Once again, something needs to be done about the starting positions in particular. Updates with respect to the other issues would be nice too. Map set to Awaiting Update.
 
Level 14
Joined
Feb 2, 2020
Messages
93
Me and my friend Kiku Wong (from Little Bill) did hard work! Will get a better review soon.
  • v1.1
  • Terrain, doodads, and creep camps improved (new map description, added more critters).
  • Sea Elements camps are swapped from Jungle Stalkers camps (added new item Level 1 Power-up and replaced with Level 2 Permanent from charged item).
  • Changed Stormreaver camps changed to Level 2 Charged.
  • Jungle Stalkers' Level 3 item drops are half by half.
  • Replaced Hydra camps with Sea Turtle camps (added Level 1 Permanent instead of a power-up item).
  • The Tavern has moved to the forest from the small temple (and added one more).
 
Level 26
Joined
Jan 4, 2020
Messages
364
I'm not the judge but just saying, I'm not gonna talk about anywhere near competitive scene. Just a reminder, if you feel like what I say is immoral feel free to ask staff to delete it.
-doodad gap look better, but still exist. just Ctrl+D and you will see what I was talking about.
-creep aggro just like before.
-tree too far away from base, bad treeline, not enough tree near main should have at least 160.
-not enough space around tavern/lab -> need at least 2x2 of nothingness.
-buildable area above cliff with lab ig, +that cliff unreachable via ground route.
-base feel like too far away from gm idk, might lead to 6 workers situation, haven't test yet.
 
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