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Underground Library

Story
Forbidden knowledge were kept in this underground library, It was hidden for decades, until dwarves started their digging. Now, after it has been discovered, everyone wants to acquire this cursed wisdom.

Tactics
There's a small and a big variants of the map, choose to your liking!
On a small map you need to clear creeps faster than your opponent to gain a power advantage.
There's also a 2 connected portals.
On a big one however, since there's no expansions you need to wisely spend your resources in FFA
or share a little in 2x2. There's no portals on a big map

Creep Camps
Small:Big map variants

Map Specifics

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
2|4|FFA

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
6:8|4:6|1

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
1

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
4(no expansions)

ver. 1.1
-added random stat books to every small creep camp, since u know it's a library.
(it's not in the drop tables, it's just lying on the ground being guarded)
ver. 1.2
-made upper ledges of all cliffs unaccessible to flying units.
-added some doodads.
-added (extended) to the map name of extended version.
-added 2 mercenary camps to the extended version.
ver. 1.3 (both versions)
-updated terrain (now map contain buildable tiles)
-Books now drop from most mobs, and not lying on the ground.


Credits
- Revenant.blp By morbent

Authors Notes
This is map for our project, link in my signature. Besides a new campaign, it will contain huge additions to melee mode. Details on project page.
Contents

Underground Library (Map)

Underground Library (Extended) (Map)

Reviews
Paillan
Since both were the same map, but different size, I decided to merge them. You should change the name of the extended one to "underground library extended". As with your other map, your description lacks on good use of font and colors, use a...
deepstrasz
To keep it melee, I suggest resetting Object Data to default. You can keep custom doodads if you want. Buildings can be placed almost one on another. Try not having items already placed on the ground but make them drop from neutral hostile units at a...
Level 1
Joined
Jul 29, 2017
Messages
4
This map would be very fun if the size of the map isn't really small. Not to be demanding but will there be a bigger version of this? It doesn't have to be large, huge or epic, though. Anyway, I really love this map!
 
Level 14
Joined
Apr 13, 2016
Messages
378
Here will lie the update log:

Ver 1.0
-made upper ledges of all cliffs unaccessible to flying units.

Ver 1.1
-added creeps to player locations, that was so stupid of me to forget them :D
-made some minor improvements to the map
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,968
Since both were the same map, but different size, I decided to merge them. You should change the name of the extended one to "underground library extended".

As with your other map, your description lacks on good use of font and colors, use a template.

Unlike your other map however, I really like how you decorated the map, gonna test how balanced it is.

Set to Awaiting update
======================================================================

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A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,827
To keep it melee, I suggest resetting Object Data to default. You can keep custom doodads if you want.
Buildings can be placed almost one on another.
Try not having items already placed on the ground but make them drop from neutral hostile units at a random rate.

Terrain is pretty much flat.

Awaiting Update.
 
Level 14
Joined
Apr 13, 2016
Messages
378
To keep it melee, I suggest resetting Object Data to default. You can keep custom doodads if you want.
Buildings can be placed almost one on another.
Try not having items already placed on the ground but make them drop from neutral hostile units at a random rate.

Terrain is pretty much flat.

Awaiting Update.

1)How to edit tile availability to build on?
2) the books lying on the ground is a feature.
3)Terrain... You want HILLS, INSIDE a building?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,827
1)How to edit tile availability to build on?
I don't know but building on structures/doodads/cliffs isn't right.
2) the books lying on the ground is a feature.
It makes for a sloppy gameplay when you could use the Blademaster or basically any hero to just take the (same each game) item and run without needing to destroy the hostiles.
3)Terrain... You want HILLS, INSIDE a building?
No. I was referring to some thin lowering and/or heightening here and there but it's not necessary.

EDIT: changes made,
Approved.

For such a small map you've put Way Gates :)
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
Hello there, nice map indeed, nice mix of tiles, very nice envritoment and desing,interesting game play, I would like to give you feedback:

upload_2017-10-29_11-48-37.png


1) the gold, I see the idea is no expanding goldmines, and be clever with the gold, well AI wont be that clever and they will
exaust their resources quickly because they play quickly. In this state, taurens, knigths , mountain gigants, abominations and the heavy air units
hardly will be used since it will be wasted in the ealry and midle unites and upgrades. When I play after cleaning the green creeps, I target the expanding goldmine to have twice harvesting in order to buy more powerfull units and to buy items.
My sugestion is consider if you dont want to put expanding goldmines is to increase the amount of the initial lets say from 12500 to 20000 (the game will end when someone wont have any gold, it will better to build many towers and play defensive since heavy units wont be used.
Mercenary camps, as you stated gold will be a limit, I think a mercenary camp is not that good idea, since I cant improve their atack and their armor with the racial upgrades, expending in a second hero will be more interesting. Mercenary camps are interesting when you have much gold, but you lost great part of the army you dont have time and you buy everything you can from the camp just to survive the second wave.

Sugestion: replace the mercenary camps for markets, so you can sell useless items for gold, or buy items to favor the hero and their army in battle.
Another sugestion: bases could be bigger if there are not expanding.

2) well that areas are really empty, if you want to there fit two taverns (it will be really usefull to buy the second hero quick), or two markets or two creeps or two things

3) the red creep, again if gold is limit i dont think I will go agains that, it will be cleaver to atack the enemy while they are attacking that and suround them( in 2vs2 is interesting but in FFA, it will be like suicide, there are 3 enemies with the potential of get you just when you are in battle against that)

4) again here is a lot of space and neutrals can go here (goldmine please!! just kidding) well there you can put the markets and still conserve the mercenary camps.


these are just ideas and sugestions, again I liked the map and the idea, I just think that the time play could be more large if more gold could be used.

See ya and happy mapping!
 
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