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(2)Abiogenesis

(2)Abiogenesis
Player Suggest: 1v1
Map Creator: Zucth
Inspiration: OrgeMound, Last Refuge

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Map Description:
In this empty void abyssal land. The project Abiogenesis has been revive and slowly take place over the old barren.

Neutral Building:
6 Expansion Goldmines (all - 12500)
1 Tavern
2 Lab - kinda safe
2 Goblin Merchant
2 Merc - Dungeon

Creep Camp:
6 Green
10 Orange
2 Red

Information:
-playable size 104x80
-under ramp base
-under ramp middle route between expo[tavern]
-aggressive map

Design Decision:
-LR and Orge Mound are both favor HU because lot of choke point and safe creep route. Same decision here, I goes for very safe lab which also has a small choke point in front of lab entry from the attacker side. With all those +point for HU.
-Now how orc is doing? Orc aren't that terrible they got a ward and they are commonly play as a small army so I believe that they will do just fine.
-UD I don't really know how UD is playing so I'm skip this point.
-NE they will suffer a little here from AoW choice and no tree entry (like from behind expo.) But if they could control the game there is a lot of spot for tree wisp that they could scout the enemy army and base.

-v1.0 upload to Hive

Creator Note:
-A map with lot of choke and under-ramp like on OrgeMound.
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(2)Abiogenesis (Map)

Reviews
Remixer
Review - Abiogenesis (Version November 5th 2023) Synopsis: Abiogenesis is a two-player melee map featuring the Outlands tileset. The unnatural-looking map fits the title, strange combinations of creeps guarding the plentiful neutral objectives. Map...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Review - Abiogenesis
(Version November 5th 2023)
Synopsis: Abiogenesis is a two-player melee map featuring the Outlands tileset. The unnatural-looking map fits the title, strange combinations of creeps guarding the plentiful neutral objectives.
Map Aesthetics: The visual style is unique and quite classic of your style. While a little strange it fits the name, though at times it feels like a scrapbook with different pieces just thrown in together and mixed. Still, the aesthetics are clear and functional. Clever use of Support Column as decoration. One thing that is lacking in the visual department is the flatness of the map - some Raise / Lower -tool would be appreciated to make the ground look less like plastic (especially with Barrens Desert which lacks depth).
Map Layout: The layout is nice with multiple objectives open for contesting along the diagonal axis of the map. The map has a lot of open areas, but also obstacles and layout points to play around with. The low-ground base is an interesting approach as it's something you would not like to let your enemies near to, though the high ground is not extremely close to the base, though still enough to give the attacking party an advantage. Combined with this the expansions can act as buffer zones to get more control on the map.
Neutral Objectives: The creep camps seem balanced in drops and strength. Their macro-placement is also very nice. The Goblin Merchant camp creeps look a tad bit squeezed and could use a bit more space to access the creeps, but this is a minor issue.
Map Gameplay: The map is suitable for melee gameplay. While the mixture of different themes is a little distracting and weird, the map is very playable and seems balanced. The diagonal axis gives various objectives to contest early on. The expansions are vulnerable, but very much worth taking as they give more control and time to react on approaching enemies as the main base can be hard to defend due to the aggressor-favoring ramp as well as the Mercenary Camp being left on their side, very interesting setting there.

Recommendations:
Give the terrain a little love with Raise / Lower tool.
Open the Goblin Merchant camps just a tad bit for more access to the creep backline.
 
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