• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

The mines of Undar 1.01

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: deepstrasz
The mines of Undar
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 4400 doodads (aproximate).
There are trolls, orcs, spiders, kobolds, rock golems and some ancient deamons.

Neutrals and creeps
-6 gold mines (2 Bases: 12500 gold; 2 in expanding with 12500 and 2 with 17000).
-2 goblin markets defended with orange creeps
-2 unguarded tavern.
-2 dungeon mercenary camp defended with orange creeps.
- 2 Lordaeron summer mercenary camp defended with orange creeps.


Creeps amount

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

Strategy

- The center path is the short way to the enemy base.
- The lateral path allow to visit many structures of interest.
-The goldmines without wood allows to control an important area of the map.

Fictional history
The mines of Undar: a fictional place that don´t belongs to any lore.

Changelog

Version 1.00 upload
The name of the map Khazan Dum was changed to The mines of Undar (random wow male dwarf name obtained with the wow name generator)
Version 1.01
- Revenants with death coil, changed that creep camp.
- Swapped the goldmines creeps.
- Changed expanding goldmines gold.

No imported matierial has been used, only WC3 preset elements

Credits

Map made by Ragnaros17
Contents

The mines of Undar (Map)

Reviews
Knecht
Heya, finally someone uses the dungeon tileset again for a melee map. :cgrin: It isn't an easy one to use as it suffers from the same fate as Felwood - too much of the same color. Your depiction of Khazad Dum seems more...rustical. To me, the mines...
deepstrasz
It looks good but I am not impressed by the pathways as they're pretty standard. It makes for a fast game and with so many Mercenary Camps (which isn't bad) it makes for an even quicker match. That Revenant (Death Coil) is in favour of undead players...
Level 20
Joined
Nov 6, 2013
Messages
280
Hey there! Nice map you got there. There are only few things which could be changed:

4x Merc? I know that 2 are Dungeon and 2 are LorSum but still. I would maybe change one pair of merc for GobLab.

Gold in the mines seems bit too much, but I guess we have different taste when it comes to resources.

So, you like troll trapers? :D

Nothing much to say, pretty nice 1v1 melee map, as one would expect from you.

EDIT: I'm not sure about the middle "rift" area. On one hand I can see that you have tried to decorate it, on other in game it might look like random rock spam. Maybe "dungeon fog" or some other special effect would make it more natural? It's just my personal prefference, nothing to worry about.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hey there! Nice map you got there.

Thanks!

1)" 4x Merc? I know that 2 are Dungeon and 2 are LorSum but still. I would maybe change one pair of merc for GobLab."

Originally, the goblin lab was there, but I don´t think is a good idea since, there isn´t that much wood for a saw-goblin logging the map.
So I had 3 options: defending nothing, another merc camp, and the mana fountain. (fountains are not that used for melee). So I say another mercenary camp...

2) "Gold in the mines seems bit too much, but I guess we have different taste when it comes to resources."
Yeah I like users to waste it all in improves of the tech tree, items and towers.

3) "So, you like troll trapers?"

well the trolls of warcraft 3 are not the same as the trolls of the Lord of the rings, so thats why here I put trolls. I put them because they are similar to orcs.


4) "EDIT: I'm not sure about the middle "rift" area. On one hand I can see that you have tried to decorate it, on other in game it might look like random rock spam. Maybe "dungeon fog" or some other special effect would make it more natural? It's just my personal prefference, nothing to worry about."

Well it has a fog, black one. mmm yeah I was inspired by the yellow cristal area, like some dwarf goldmines, and then well, got out of ideas, dungeon maps are not that easy to decorate there are rocks, skulls, cristals, some torches and smoke and more rocks.


"Nothing much to say, pretty nice 1v1 melee map, as one would expect from you."

Again Thanks!!
 
Last edited by a moderator:
Level 22
Joined
Sep 24, 2017
Messages
150
Heya, finally someone uses the dungeon tileset again for a melee map. :cgrin: It isn't an easy one to use as it suffers from the same fate as Felwood - too much of the same color.

Your depiction of Khazad Dum seems more...rustical. To me, the mines of Moria were this cave filled with grand dwarven architecture, large columns and huge halls. The fog might not have been enough to ilustrate the neverending abyss below the bridge of Khazad Dum. I have here a version I did just now to show you another way to create the abyss. You can create this effect by turning off the waves on beaches/cliffs and turning the water color to black. You can really add some atmosphere by playing with the various bridges. The minecarts on the tracks add some atmosphere and you can even create your own stories in the environment. One version has some archtitecture made from the stone archs. Try looking up the Erebor map from Battle fo Middle Earth 2, it's always good to see how others have worked with similar concepts.

Let's talk about the gameplay part though. It's not the common way to put taverns close to bases as that may lead to harass, however I don't mind it :cgrin: On the topic of gold, it's a tad too much but I guess you wanted to go with the theme of gold filled dwarven mines. One could easily waste his resources on more than one tech tree. Imo the gold mines Should be red camps at least. The death revenant might be a strong creep but with the low level mobs around him, I don't feel like it's a camp worth 18 000 gold. Is the Loarderon Summer Merc Camp really this good to have a level 19 creep camp? I suppose you wanted to put "a Balrog of Morgoth" somewhere on the map. The expos at the bases are too deep in the trees, an UD goldmine would have trouble if some farseer were to cast the wolves there with the acolytes facing a sure death.

It's always good to see new maps. And using the dungeon tileset isn't an easy task. Well done.
This map could use more shipyards though :cgrin:
 

Attachments

  • khazad.png
    khazad.png
    2.6 MB · Views: 142
  • dum.png
    dum.png
    2 MB · Views: 149
Level 29
Joined
May 21, 2013
Messages
1,635
Heya, finally someone uses the dungeon tileset again for a melee map. :cgrin: It isn't an easy one to use as it suffers from the same fate as Felwood - too much of the same color.

Your depiction of Khazad Dum seems more...rustical. To me, the mines of Moria were this cave filled with grand dwarven architecture, large columns and huge halls. The fog might not have been enough to ilustrate the neverending abyss below the bridge of Khazad Dum. I have here a version I did just now to show you another way to create the abyss. You can create this effect by turning off the waves on beaches/cliffs and turning the water color to black. You can really add some atmosphere by playing with the various bridges. The minecarts on the tracks add some atmosphere and you can even create your own stories in the environment. One version has some archtitecture made from the stone archs. Try looking up the Erebor map from Battle fo Middle Earth 2, it's always good to see how others have worked with similar concepts.

Let's talk about the gameplay part though. It's not the common way to put taverns close to bases as that may lead to harass, however I don't mind it :cgrin: On the topic of gold, it's a tad too much but I guess you wanted to go with the theme of gold filled dwarven mines. One could easily waste his resources on more than one tech tree. Imo the gold mines Should be red camps at least. The death revenant might be a strong creep but with the low level mobs around him, I don't feel like it's a camp worth 18 000 gold. Is the Loarderon Summer Merc Camp really this good to have a level 19 creep camp? I suppose you wanted to put "a Balrog of Morgoth" somewhere on the map. The expos at the bases are too deep in the trees, an UD goldmine would have trouble if some farseer were to cast the wolves there with the acolytes facing a sure death.

It's always good to see new maps. And using the dungeon tileset isn't an easy task. Well done.
This map could use more shipyards though :cgrin:


1) About Khazad Dum theme: 100% agree with you. I decided to rename the map to The mines of Undar (random wow male dwarf name obtained with the wow name generator). Even if I didn´t developed Khazad Dum, I like how the map is. Your concept of Khazad Dum is much more acurate. I think you should design that map.

2) About the 18.000 gold mine. There is no wood near so I had to put more gold as reward. The low mobs are easy to kill. The death revenant has 1500 hp and raise dead skill, so it will use it with the low level mobs to raise undeads and make the battle more long.

3) Yeah they look like the Balrogs. But not more Khazad Dum theme, just a very very fantasy place now.
The dungeons mercenary camps are less defended. Still the idea of the "Balrog" creep is the charged item level 5, the merc camp is just a plus.

4)"The expos at the bases are too deep in the trees"
okay first time I hear of it. Thanks for the tip.


Thanks for the review.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
  1. It looks good but I am not impressed by the pathways as they're pretty standard. It makes for a fast game and with so many Mercenary Camps (which isn't bad) it makes for an even quicker match.
  2. That Revenant (Death Coil) is in favour of undead players.
  3. The spam of archways doen't look too nice (to me).
  4. Mines are really close to each other. It's not much hassle to protect them. I suggest the stronger neutral creeps for the mines closest to the bases.

Approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
  1. It looks good but I am not impressed by the pathways as they're pretty standard. It makes for a fast game and with so many Mercenary Camps (which isn't bad) it makes for an even quicker match.
  2. That Revenant (Death Coil) is in favour of undead players.
  3. The spam of archways doen't look too nice (to me).
  4. Mines are really close to each other. It's not much hassle to protect them. I suggest the stronger neutral creeps for the mines closest to the bases.
Approved.

1) Yeah I am not impressed neither. Terraining and beauty is very standard. Well glad to hear that you think the 4 merc camps are not bad.
2) I see, yup I think that must be changed.
3) I see, noted for the future.
4) I really like your idea and I think I will implement it.

I will do a 1.01 v with updates.
thanks for the review.


edit: items 2 and 4 implemented in the 1.01 v
 
Last edited by a moderator:
Top