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The Arachnid Quarter v 1.04

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The Arachnid Quarter

This is a 160x160 melee map for 3 vs 3 players or FFA.It is designed with underground tileset.
I wanted to desing a pure Uderground map not using others tiles sets
The Arachnid Quarter is a wing of Naxxramas.
I used like 7300 doodads.

Neutrals and creeps

-18 gold mines (1 per base, 12 expanding options all defended with orange creeps)
-3 goblin markets defended with orange creeps
-1 unguarded tavern at the center.
-3 mercenary camp defended with orange creeps
-2 marketplace defended with red creep.

Creeps amount

- 12 green creeps (2 per player)
- 22 orange creeps (+ 4 for the base orange creeps in 1vs1)
- 2 red creeps (For competition)

Strategy
Bases have walls with 3 access points, and there is a bit more of wood outside the walls. Expanding will be important not only to secure gold but also to secure more wood.
Each player has an easy expanding (near and level 14 creep) with level 12, and there is an expanding for competition equally distanced to two players and defended with level 16 creep and with.
The red creeps and the marketplaces probably will be used in FFA for a very later part of the game or maybe middle game in team battles.

Author Note
Goblin markets and mercenary camps are at 6,5 units of distance (cm) to the designated players, there can be some milimeters of diference. In fact it may look weird by naked eye but they were placed by ruler check, many things are placed by ruler check (a ruler in the monitor and cm count). It is designed in the way that a building is fairly reached by two players only.
I gave priority to wide paths and with that bases are a bit small. But it makes expanding more interesting.
I based the starting positions by imitating the Blizzard melee map Andhoral and tried to design a map with the players bases forming an hexagoon.


Fictional history

Every map I create has fictional history behind its creation, the enviroment will have relation with fictional history.

Ice and Poison

This wing of Naxxramas is defended by spiders, nerubians, undeads and the members of the Cult of Damned. Since there are no females undeads, I used some Succubi, since they look like spiders and to represent somehow Grand Widow Faerlina, a human undead a boss of the Arachnid Quarter.
Other bosses of this Quarter are Maexxna, a gigant highly poisonous spider and Anub´Rekhan, a nerubian crypt lord.

No imported matierial has been used, only WC3 preset elements

Changelog

Version 1.00 upload
Version 1.01
-added wood to the players in the vertical borders
-added some path blockers
Version 1.02
-added critters (rats) in many points to balance necromancers
Credits
Version 1.03
- set mana of vile tormentors to 100%
-Tavern area buildable and trees to night elves scouts.
Version 1.04
- Green creeps: deleted 1 golem and replaced it with a level 1 archer.

Map made by Ragnaros17
Contents

The Arachnid Quarter (Map)

Reviews
deepstrasz
Magic immune units in early camps is a bit tough but well if two allied players attack at the same time it works better but not with the experience. Well, the drop compensates: Ring of Protection+2. However, that frost/cold arrows skeleton with the...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hi, good map. I think it could also work for 2v2. I have never made it Naxx in WoW so I cant compare it to WoW-Arachnid quarter, but to me it definitely looks like place that could appear in WoW.
Regarding gameplay, I believe you got almost everything right as far as I can tell. The only things I notice are:
-No buildable terrain near tavern, no trees for wisps near tavern and merc camps.
-There is enough buildable terrain near main bases and maybe also expansions. It is ok for 3v3, but in FFA, a common strategy is to bank a lot of gold and build much more producing buildings than in other gamemodes. You can see players having like 2+ producing buildings of each type, and several towers in their main and right now there isnt enough space for that, especially for nightelves who normally dont cut down trees.
 
Level 14
Joined
Jan 7, 2017
Messages
466
Hi, good map. I think it could also work for 2v2. I have never made it Naxx in WoW so I cant compare it to WoW-Arachnid quarter, but to me it definitely looks like place that could appear in WoW.
Regarding gameplay, I believe you got almost everything right as far as I can tell. The only things I notice are:
-No buildable terrain near tavern, no trees for wisps near tavern and merc camps.
-There is enough buildable terrain near main bases and maybe also expansions. It is ok for 3v3, but in FFA, a common strategy is to bank a lot of gold and build much more producing buildings than in other gamemodes. You can see players having like 2+ producing buildings of each type, and several towers in their main and right now there isnt enough space for that, especially for nightelves who normally dont cut down trees.
I agree to the tavern, I can't build a building near it and also for the trees for the wisps. But overall look' s good just improve those what @mafe said:D
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hi, good map. I think it could also work for 2v2. I have never made it Naxx in WoW so I cant compare it to WoW-Arachnid quarter, but to me it definitely looks like place that could appear in WoW.
Regarding gameplay, I believe you got almost everything right as far as I can tell. The only things I notice are:
-No buildable terrain near tavern, no trees for wisps near tavern and merc camps.
-There is enough buildable terrain near main bases and maybe also expansions. It is ok for 3v3, but in FFA, a common strategy is to bank a lot of gold and build much more producing buildings than in other gamemodes. You can see players having like 2+ producing buildings of each type, and several towers in their main and right now there isnt enough space for that, especially for nightelves who normally dont cut down trees.

edit: 1.03 v
tavern area buildable and with mushrooms trees to scout.
set mana of vile tormentors to 100%

merc camps already had trees, the mushrooms probably can be confunded with decoration, changed 1 for a northrend tree
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,828
  1. Magic immune units in early camps is a bit tough but well if two allied players attack at the same time it works better but not with the experience. Well, the drop compensates: Ring of Protection+2. However, that frost/cold arrows skeleton with the golems is a bit too much for one player. The Blademaster might have some issues against this camp early on.
  2. Two tomes from the Queen of Pain near the Marketplace? One of higher level and one of the first levels.
  3. There aren't that many trees in the bases even on expos.
Overall a good map with pattern look.

Approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
  1. Magic immune units in early camps is a bit tough but well if two allied players attack at the same time it works better but not with the experience. Well, the drop compensates: Ring of Protection+2. However, that frost/cold arrows skeleton with the golems is a bit too much for one player. The Blademaster might have some issues against this camp early on.
  2. Two tomes from the Queen of Pain near the Marketplace? One of higher level and one of the first levels.
  3. There aren't that many trees in the bases even on expos.
Overall a good map with pattern look.

Approved.

1) agree, deleted 1 golem and changed it for a level 1 undead archer
2) I saw it in other melee maps, red creeps looting a power up level 2 and a power up level 1 + the permanent level 5, is somehow a way to reward the player who goes against the red creep.
In 6 player FFA going against a red can be dangerous so the reward should be nice, and for teams the tomes can be split.
3) Agree, I think there is enough wood for the min.
 
Last edited by a moderator:

Deleted member 247165

D

Deleted member 247165

I simply love all of your melee maps. Played them all. 5/5
 
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