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Zuuldaia Ruins

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

Description

These ancient troll ruins are located in the western coast of Stranglethorn vale. Hydras and Sasquatchs are the most dangerous creatures to hunt here.


Symetry

-Each player expands to an edge goldmine. And there is an aditional mine 1 player of each team, with a red creep.
- Gob. labs and marketplaces are ment for competition.
- Merc. camps and gob. markets are ment to be controlled for each team.

Neutral Buildings

-4 orange creeps expanding mines
-2 redcreeps expanding mines,
-2 gob labs
-2 merc. camps
-4 gob. merchants


Creeps

-12 green
-14 orange
-4 red

Map Layout
174226-f379c2a6ccb6b0737ce4579dfa372a4f.jpg

Updates


1) Short story: +2 green creeps spiders. Long story: My original idea was 4 green camps in the middle, changed to add 2 red creeps, so removed 2 green,s but now after seeing the map I wanted to to add 2 green more, and noticed now, that its all.
2) Decided to do the map layout.
3) 2 fix: wolf creeps changed from 2-4 to 2-4-2. Short story: Red creep goldmines changed gold from 6500 to 14500. Long story: I was planing to have 16500 in those mines but by mistake set 6500 miss the 1, and copy paste the mine and the mistake, noticed now, and decided to do 14500, 16500 seems to much.
4) major changes: replaced marketplaces with gob merchants, improved early creeping routes, + orange creeps.
Contents

Zuuldaia Ruins (Map)

Reviews
eubz
Another great map from WorfFarkas... Zuuldaia Ruins Submitted by WolfFarkas So, I downloaded the map and here's so far are the things that I have to say from it. TERRAIN I have nothing against the terrain. You used a variety of tiles and you used it...
mafe
This map looks very good and I would expect it also plays well. The lvl 2 permanent at the 4/2 wolves seems a bit strong, I would add another wolf there. But it's no that big (and if you want to TS_LV as an example again, you will find a comparable...
Another great map from WorfFarkas...
Zuuldaia Ruins
Submitted by WolfFarkas
So, I downloaded the map and here's so far are the things that I have to say from it.
review

TERRAIN

I have nothing against the terrain. You used a variety of tiles and you used it nicely and wisely. You also used a variety of height that makes it the best.

BALANCE

You hit it again! The map is well balanced to both players. Can be played 1v1 or 2v2. Using and putting tavern at the center is also a great idea. Goldmines are also in the right place.

UNITS AND ITEM DROPS

This has always been my concerned. But you have the right item drops and the placement of each units are cool.

VERDICT

APPROVED

EDIT: I think you will need to improve your description to make this more appealing to anyone who wants to download the map.
You can download one here: Melee Map Description Generator v1.3
 
Level 29
Joined
May 21, 2013
Messages
1,635
1-Another great map from WorfFarkas...
Zuuldaia Ruins
Submitted by WolfFarkas
So, I downloaded the map and here's so far are the things that I have to say from it.
review

TERRAIN

2-I have nothing against the terrain. You used a variety of tiles and you used it nicely and wisely. You also used a variety of height that makes it the best.

BALANCE

3-You hit it again! The map is well balanced to both players. Can be played 1v1 or 2v2. Using and putting tavern at the center is also a great idea. Goldmines are also in the right place.

4-

UNITS AND ITEM DROPS

This has always been my concerned. But you have the right item drops and the placement of each units are cool.

VERDICT

5-APPROVED

6-EDIT: I think you will need to improve your description to make this more appealing to anyone who wants to download the map.
You can download one here: Melee Map Description Generator v1.3

1- thanks a lot for saying that.
2- Thanks.
3- thanks but this is only for 2v2. in 1v1 humans would take advantage of multiple expandings with orange creeps against other races. It may work human vs human in 1v1 but nothing more.
4- thanks.
5. thanks, thanks, thanks.

6- the thing is I am going to do it, with a map layout and + screens. But I dont do that early because If I have to change something, I have to change the screens, stuff, and is time wasted, I prefer a simple description, testing/review phase, and when is very final I will make it look good. Is just it takes time, takes time to do maps, fix them, do more maps, fix them, and I recognice do good descriptions also takes time. Is just I want to do more 6 and 8 player maps for a solid melee pack.

I tend to do simple descriptions with the melee info, but I am going to improve them.
 
Last edited:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This map looks very good and I would expect it also plays well.

The lvl 2 permanent at the 4/2 wolves seems a bit strong, I would add another wolf there. But it's no that big (and if you want to TS_LV as an example again, you will find a comparable spot.....).

Map approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
This map looks very good and I would expect it also plays well.

The lvl 2 permanent at the 4/2 wolves seems a bit strong, I would add another wolf there. But it's no that big (and if you want to TS_LV as an example again, you will find a comparable spot.....).

Map approved.

with a marketplace and perma L3-L4 I was thinking those perma L1 and 2 would become crap sooner or later. no problem in add another wolf, will do it later.


edit:

2 fix: wolf creeps changed from 2-4 to 2-4-2. Short story: Red creep goldmines changed gold from 6500 to 14500. Long story: I was planing to have 16500 in those mines but by mistake set 6500 miss the 1, and copy paste the mine and the mistake, noticed now, and decided to do 14500, 16500 seems to much.

working on this.
 
Last edited:
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