• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

(4)Buried Vol'dun v1.01

(4)Buried Vol'dun
Player Suggest: FFA, 2v2
Map Creator: Zucth
Inspiration: FFA Community, Atul'Aman by Cigaro

255564-a2cc2f098a20ab710a946c6b49dea1ab.jpg

Map Description:
Another sand dune with all the hazard weather and dangerous environment. This place look all the same.

Neutral Building:
12 Goldmines (Spawn & mid expo - 18500, easy expo - 12500)
4 Tavern
2 Lab
2 Merc - Village
4 Goblin Merchant
1 Marketplace

Creep Camp:
4 Green
20 Orange
21 Red (+4 player base)

Information:
-playable size 132x132
-crazy item drop from p2 up to a8 and raw gold drop.
-made especially for FFA

-v1.0
upload to hive
-v1.01
remove mid expo -> marketplace
more reward at very hard red camp near base
main base & mid expo gold 12500 -> 18500

Creator Note:
-Some people say that a small FFA map isn't epic because there aren't many epic drop. so why not have one?
Previews
Contents

Buried Vol'dun v1.01 (Map)

Reviews
Remixer
Review - Buried Vol'dun v1.01 (Version June 6th 2023) Synopsis: Buried Vol'dun is a desert-themed melee map with an open spider-web layout design. One unusual aspect of the map is the creep strenth, with only one green camp available per player and...

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,113
Review - Buried Vol'dun v1.01
(Version June 6th 2023)
Synopsis: Buried Vol'dun is a desert-themed melee map with an open spider-web layout design. One unusual aspect of the map is the creep strenth, with only one green camp available per player and numerous very difficult red camps to challenge.
Map Aesthetics: The map looks nice with a good level of visual clarity. The pale and smooth colors of the terrain work well together and create a monotonous desert setting - perhaps even too much so, and the map's visual could use a little contrast here and there to freshen it up. Nevertheless, for gameplay purposes the terrain and environmental work are done beautifully with the visual theme seeming continuous throughout the map (apart from the creeps, but we'll go to them later).
Map Layout: The layout is quite open with the web design with small islands of forest/cliffs as obstacles, creating pathways around the map with multiple crossways and junctions. There's not much going on regarding the layout and potential in it, as the layout is very allowing. Thus the gameplay ought to focus on quick clashing as there are no real objectives to build up around of, apart from the strong creep camp item drops.
Neutral Objectives: The creep camp difficulty scaling is through the roof. With one green camp for each player followed by orange camps the creeping is possible, but considering the free-for-all build and relatively small size of the map the strength of the red camps seems absurd - how much are the red camps of level 30-40+ planned to see play, as the power investment required to take those down is so high. Nevertheless, the idea of a tough camp that gives a lot of resources / reveal / utility is nice, but I think there's too much of that in here. Multiple camps are extremely difficult and drop a cascade of rewards to the point of it being annoyingly much to work with (then again you could snipe the singular creep of the camp down to get 2000 gold with little effort, which seems gimmicky to me). The creep camp thematic could also be improved with Outlandish / Demonic creeps placed seemingly random on a desert map looks quite random. Some environmental storytelling that would also indicate the strength and importance of the map would be nice.
Map Gameplay: Quite ordinary looking melee map with open layout that supports quite straight-forward gameplay. The impact of tough creep camps is rather questionable and the execution of combining these map elements into play could be improved. Still it is a functional melee map, though it has quite experimental feel to it (in regards to creeps).
 
Top