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Taken City

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This map is has mirror symmetry, the line being from SW to NE.

The city is in the middle of a war between 2 gangs, the barbarous bandit with their ferocious beast and malevolent mages with their army of skeletons. It's up to you to stop them and take the city.

Creep Camps:

- 8 * Lv 5
- 8 * Lv 9
- 4 * Lv 15
- 10 * Lv 16
- 7 * Lv 18
- 12 * Lv 19
- 1 * Lv 32
- 2 * Lv 33

Total number of camps: 52

-Starting bases: 8 * Lv 17


Neutral Buildings:

- 2 Mercenary Camps (Cityscape)
- 2 Goblin Item Shops
- 2 Goblin Laboratory
- 2 Taverns
- 2 Marketplaces
- 1 Fountain of health
- 20 Gold mines
- 8 starter Gold Mines. (12500)
- 8 in the middle. (12500)
- 4 in the corners. (15000)​


Features:

- There are 2 Marketplaces in both corners guarded by red camp who's boss drops a level 6 permanent item.
- All teammates start really close to each other and uphill making it easy to defend.
- The corner gold mines are easier to defend but are further away from the action.
- The middle gold mines only have trees to act as wall. This makes these harder to defend.
- In the south west corner, we have the bandits accompanied by their domesticated wolves and dragons
- In the north est corner, there are the mages with orc and archer skeletons.


General Strategie:

It is very easy to defend your starting base but if you stay entrenched then the opposite team will be able to take advantage of the marketplaces and the goldmines who are otherwise hard to defend. This map encourages aggressiveness as it is important to prevent the opponent from gaining permanent ground outside of their starting area.
The corner bases are easy to protect and are close to the marketplace but are far away form the middle, where a lot of the action happens.


Change Log:

Changed amount of gold in gold mines

13/01/2019
Added doodads and added dirt to bandit side
Remove ramp for bandit camp and widen streets of the residential area

Post Contest:

19/01/2019
added trees on the northern walls
Terraing:
added energy fields doodads (sightly elevates terrain)
Tileset changes
center grass areas are now small hills
'damaged' roads south west have negative indents
26/01/2019
added buildable terrain near shops for NEs
replaced dragon whelps at expansion GM with rogue
Increased northern wall to prevent mortar teams for wiping most of the camp
removed taverns near starting base and moved it to the middle.
Removed middle creep camp
Increased map size
Moved surrounding middle camp into small coves and wont block pathing anymore
lowered starting base to make it less easy to defend

02/03/2019
brought back middle fountain (with creeps) and starting base ramps cause it made me feel weird otherwise.
Moved taverns closer to starting bases but not as close as previously
Added Goblin Laboratory where shops used to be
Moved shops to the diagonal of the map in order to get them a bit closer to the action
Increased creep drop and gold mines gold at corners to make them more appealing.
More terraing and critters

04/03/2019
removed neutral skeletons
switched mercenary and Goblin Laboratory as mercenary camp seems more appropriate for bandit rather than mages



Created for the 3rd Melee Mapping Contest.

Please leave a review so that I may improve. Thank You.
Contents

Taken City (Map)

Reviews
deepstrasz
Avoid using neutral hostile/racial units as neutral passive. I don't think Dark Rangers will use Charm on them as the skeletons behind the gate are weak but still, I think such stuff shouldn't be in melee.

Deleted member 247165

D

Deleted member 247165

Aeon of Strife tag? In a melee map? Remove it since it does not suit that type of gamestyle. Let it only melee.
 

Deleted member 247165

D

Deleted member 247165

Now it's alright. I like how the map is designed. Saw the screenshots as well. Will check it out tomorrow. :)
 
Level 14
Joined
Sep 4, 2018
Messages
140
If the 4 players so close won't work or will be broken, you can always transform this map into 2v2, I think it has epic 2v2 potential (if you spread players a bit and reduce number of expos)!

I usually look at the mapmaker, and less the map. Please continue making maps, I see potential.
 
Level 4
Joined
Dec 21, 2018
Messages
31
If the 4 players so close won't work or will be broken, you can always transform this map into 2v2, I think it has epic 2v2 potential (if you spread players a bit and reduce number of expos)!

I've received a lot of feedback and have a lot of changes to do. I would like to try and keep it as a 4v4 map as it was the point of the competition by separating the starting positions to 2 by 2 but if I cant manage to do that in a satiable way I'll try 2v2.

Thanks for the feedback
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Melee Mapping contest #3 - Poll
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Avoid using neutral hostile/racial units as neutral passive. I don't think Dark Rangers will use Charm on them as the skeletons behind the gate are weak but still, I think such stuff shouldn't be in melee.

Can confirm, much better terrain now.

Changes made,
Approved.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Avoid using neutral hostile/racial units as neutral passive. I don't think Dark Rangers will use Charm on them as the skeletons behind the gate are weak but still, I think such stuff shouldn't be in melee.
 
would love to see a version before the bandits raped the city, but seems like every mods here hate clean/good conditions stuff.
everything has to be fucked or damaged. and god forbid the floor is not full of bumps and shit.
the dalaran buildings should be untargetable and also add pathing blokear in their base, so the units don't walk through it and to avoid targeting the building while you try to target an enemy unit.
 
Last edited:
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