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The Consortium

The Consortium

A smuggling and trading ring set up in the vast shattered worlds of Outland by the Etherium. One of the few places of civilization remaining in this broken world. Control this, and you will control all trade in Outland!

Features
  • 8 Gold Mines (14000 Main, 12000 Expansion)
  • 2 Goblin Merchants
  • 2 Goblin Laboratories
  • 2 Mercenary Camps (Summer)
  • 2 Marketplaces
  • 1 Tavern
  • 8 Green Camps
  • 12 Orange Camps
  • 0-4 Red Camps
Screenshot
2w7k2zb.png

Author Notes


Made for the 2v2 melee mapping contest #4

Map updated as of 26th of april after the contest deadline. Player bases are now bigger and more spacious.
Contents

The Consortium (Map)

Reviews
mafe
Approved based on the results of the recent 2v2 Melee mapping contest: Melee Mapping contest #4: 2v2 - Results
Level 6
Joined
Oct 18, 2017
Messages
16
hey, @Keito

question?: your orge mages, troll priest, draenei disiple and rock golems, mana points 0 it seems strange, isnt?
or it happened when you select all creeps and put them in camp mode, and the 0 is set by default. Just pointing that, see ya

Aehdunno, never touched the mana values? ;o

Also might change creeps up a bit, n have more draneis at the lab/mercs n have smthing that sleeps at the shops, since aparently dranei creeps don't sleep. Also not sure about rewards for creeping routes. Right now it's both green camps give level 2, the central creep camps are high value for a blademaster but more central and contested, the expansion orange gives 1 creep short of level 2 and the merc/lab orange gives level 2. I really like this design, but dunno about the main or secure green camp. Seems bit out there n weak. Also the drops at merc/lab maybe too strong and expansion maybe also too strong, since it could be lightning shield, which is a powerful first item to get for humans, who are the most likely to fast expand. Also I like the diversity between merc/lab, but not sure about creeps there either yet. Same levels n xp, but golems are sorta magic immune n makes it bit more unbalanced n harder to steal. Will maybe make all the creeps at the outer shops symentrical or least more similar.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Aehdunno, never touched the mana values? ;o

Also might change creeps up a bit, n have more draneis at the lab/mercs n have smthing that sleeps at the shops, since aparently dranei creeps don't sleep. Also not sure about rewards for creeping routes. Right now it's both green camps give level 2, the central creep camps are high value for a blademaster but more central and contested, the expansion orange gives 1 creep short of level 2 and the merc/lab orange gives level 2. I really like this design, but dunno about the main or secure green camp. Seems bit out there n weak. Also the drops at merc/lab maybe too strong and expansion maybe also too strong, since it could be lightning shield, which is a powerful first item to get for humans, who are the most likely to fast expand. Also I like the diversity between merc/lab, but not sure about creeps there either yet. Same levels n xp, but golems are sorta magic immune n makes it bit more unbalanced n harder to steal. Will maybe make all the creeps at the outer shops symentrical or least more similar.

I was just pointing the mana 0, with that creeps cant cast skills,

Melee Mapping Contest #4 - 2v2

yup they dont sleep, the fel beast sleeps but mana burn and devour magic? no thanks, a pure outland, black citadel creeps is imposible balanced.
also they lack good ranged level 4 and level 6 like the trolls.
I would use the orges and trolls for markets and the draenei for goldmines and defending nothing,
the fell beast level 3 sleeps and it has no skills is a good option.

I think the permanent level 2 in a green level 7 is to much, I would put it in a low orange 11-13

lightning shield,
I think they low it with the barrage of patchs, is not like it was in 1.26 v I think, still I treat the charged level 2 for a 14-15 creep, almost as good as a charged 3, and In my map I put them very far away to walk. I think people now worry more with the sentry wards for scouting or the mix wand of ilusion + blademaster ilusion

but golems are sorta magic immune n makes it bit more unbalanced n harder to steal.
maybe you could try barrens creeps like the wildkins, they are yellow and orange, they sleep, and no inmunity, they are good melee option and you can mix it with the trolls.

you used the gnolls, you can also use kobolds, they fit near cliff where a cave could be or just put some gold wagons they are always mining.
you can also use spiders , there spiders anywhere like under my bed.

by they way, the map is great
as enviroment I really like the different areas, the center, the buildings, the fire chasm, the void
and as balance I really like the small size, a lot of PVP in the goldmines and in the center.
 
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