(2)Anvilridge v1.0

Map Description:
Description:
Thrust upon the anvil of war. Our forces are searching the flames of the Searing Gorge for new armaments and resources to fuel the warmachine.
Map Type: 1v1 (Melee)
Map Size: 148 x 84
Tile-set: Dungeon,
Modified: Added Grassy Dirt(Barrens), Light Dirt(Black Citadel), Small Bricks(Black Citadel)

Availability:
Playable on Warcraft 3 Champions (W3C), Anvilridge v1.0

Inspiration/Credit:
Searing Gorge(WoW)

General Statement:
Long Small 1v1 Melee, Searing Gorge/Burning Steppes Map

Neutral Buildings:
Starting Goldmine:
2, 1 per Player
Neutral Goldmine: 5
Mercenary Camp: 2, Village
Goblin Shop: 2
Goblin Laboratory: 2
Goblin Marketplace: 1
Tavern: 1
Fountain of Health: 1

Creep Camps:
Green(Easy): 10, Levels 6-8
Orange(Moderate): 13, Levels 10-15
Red(Hard): 4, Levels 20-26

Item Drops:
Charged: 8

-Level 2: 2, Modified: Crystal Ball, Replenishment Potion, Sentry Ward, Wand of Illusion
-Level 3: 4
-Level 4: 1
-Level 5: 1, Modified: Potion of Restoration, Scroll of Restoration

Permanent: 15
-Level 1: 2, Modified: Cloak of Shadows, Gauntlets of Ogre Strength, Mantle of Intelligence, Ring of Superiority, Slippers of Agility
-Level 2: 2, Modified: Claws of Attack +5, Gloves of Haste, Ring of Protection +3
-Level 3: 4, Modified: Circlet of Nobility, Claws of Attack +8, Pendant of Energy, Periapt of Vitality, Ring of Protection +5, Ring of Regeneration, Talisman of Evasion
-Level 4: 4, Modified: Alleria's Flute of Accuracy, Belt of Giant Strength, Boots of Quel'Thalas, Ring of the Archmagi, Robe of the Magi, Runed Bracers, Scourge Bone Chimes, Sobi Mask, The Lion Horn of Stormwind
-Level 5: 2
-Level 6: 1, Modified: Amulet of Spell Shield, Khadgar's Gem of Health, Orb of Darkness, Pendant of Mana

Power-up: 11
-Level 1: 7
-Level 2: 4, Modified: Tome of Agility +2, Tome of Intelligence +2, Tome of Knowledge, Tome of Strength +2
Creep Camp Breakdown
Salamander Lord Goldmine (26) XP:690 HP:3,800 Item: Permanent 6, Power-up 2

-Salamander Lord (10) XP:340 HP:1,800 Item: Permanent 6, Power-up 2 [Devour, Immolation, Rain of Fire]
-(x2)Salamander (5) XP:115 HP:600 [Immolation]
-(x2)Salamander Hatchling (3) XP:60 HP:400

Dark Wizard Fountain of Health (24) XP:575 HP:3,560 Item: Charged 5, (x2)Power-up 1
-Dark Wizard (8) XP:235 HP:1,200 Item: Charged 5 [Raise Dead, Polymorph, Brilliance Aura]
-(x2)Rogue (3) XP:60 HP:400 Item: Power-up 1 [Shadow Meld]
-(x2)Rogue Wizard (3) XP:60 HP:340 [Frost Armor]
-(x2)Bandit (1) XP:25 HP:240 [Shadow Meld]
-(x2)Apprentice Wizard (1) XP:25 HP:200

(x2)Black Drake Camp (20) XP:475 HP:2,850 Item: Permanent 5, Power-up 2
-Black Drake (6) XP:150 HP:950 Item: Permanent 5
-Stormreaver Necrolyte (6) XP:150 HP:675 [Chain Lightning, Bloodlust]
-Skeletal Orc Grunt (5) XP:115 HP:850 Item: Power-up 2
-Skeletal Orc (3) XP:60 HP:375

Stonemaul Magi Goblin Marketplace (15) XP:360 HP:2,340 Item: Charged 4, Power-up 1
-Stonemaul Magi (7) XP:190 HP:1,060 Item: Charged 4, Power-up 1 [Roar]
-(x2)Ogre Warrior (3) XP:60 HP:400
-(x2)Lesser Voidwalker (1) XP:25 HP:240

(x2)Overlord Arachnathid Goldmine (15) XP:320 HP:1,925 Item: Permanent 4
-Overlord Arachnathid (5) XP:115 HP:750 Item: Permanent 4 [Command Aura]
-Arachnathid Earth-borer (4) XP:85 HP:450 [Envenomed Weapons]
-Spitting Spider (3) XP:60 HP:350 [Envenomed Weapons]
-Warrior Arachnathid (3) XP:60 HP:375

(x2)War Golem Mercenary Camp (14) XP:320 HP:2,105 Item: Permanent 4, Power-up 1
-War Golem (6) XP:150 HP:1,000 Item: Permanent 4 [Spell Immunity]
-Kobold Tunneler (3) XP:60 HP:325 Item: Power-up 1 [Bash]
-Kobold Geomancer (3) XP:60 HP:300 [Abolish Magic, Slow]
-(x2)Kobold (1) XP:25 HP:240

(x2)Giant Wolf Goldmine (12) XP:250 HP:1,700 Item: Permanent 3
-(x2)Giant Wolf (4) XP:85 HP:550 Item: (x1)Permanent 3 [Critical Strike]
-(x2)Timber Wolf (2) XP:40 HP:300

(x2)Ogre Magi Goblin Shop (12) XP:255 HP:1,600 Item: Charged 3
-Ogre Magi (5) XP:115 HP:600 Item: Charged 3 [Bloodlust]
-Ogre Warrior (3) XP:60 HP:400
-(x2)Timber Wolf (2) XP:40 HP:300

(x2)Renegade Wizard Goblin Laboratory (12) XP:255 HP:1,600 Item: Charged 3
-Renegade Wizard (5) XP:115 HP:600 Item: Charged 3 [Purge, Lightning Shield]
-Rogue (3) XP:60 HP:400 [Shadow Meld]
-(x2)Brigand (2) XP:40 HP:300 [Shadow Meld]

(x2)Salamander Vizier Camp (10) XP:250 HP:1,350 Item: Permanent 3
-Salamander Vizier (7) XP:190 HP:950 Item: Permanent 3 [Mana Burn, Abolish Magic, Bloodlust]
-Salamander Hatchling (3) XP:60 HP:400

(x2)Giant Spider Camp (8) XP:170 HP:1,090 Item: Permanent 2
-Giant Spider (4) XP:85 HP:500 Item: Permanent 2 [Ensnare, Envenomed Weapons]
-Spitting Spider (3) XP:60 HP:350 [Envenomed Weapons]
-Black Spider (1) XP:25 HP:240

(x2)Salamander Hatchling Camp (8) XP:160 HP:1,040 Item: Charged 2
-Salamander Hatchling (3) XP:60 HP:400 Item: Charged 2
-Rogue Wizard (3) XP:60 HP:340 [Frost Armor]
-Brigand (2) XP:40 HP:300 [Shadow Meld]

(x2)Lava Spawn Camp (7) XP:145 HP:765 Item: Power-up 2
-Lava Spawn (4) XP:85 HP:425 Item: Power-up 2
-Fire Revenant (3) XP:60 HP:340 [Immolation]

(x2)Stormreaver Hermit Camp (6) XP:125 HP:880 Item: Permanent 1
-Stormreaver Hermit (3) XP:60 HP:340 Item: Permanent 1 [Purge]
-Timber Wolf (2) XP:40 HP:300
-Lesser Voidwalker (1) XP:25 HP:240

(x2)Kobold Tunneler Camp (6) XP:125 HP:820 Item: Power-up 1
-Kobold Tunneler (3) XP:60 HP:325 Item: Power-up 1
-Mud Golem (2) XP:40 HP:240 [Slow, Spell Immunity]
-Kobold (1) XP:25 HP:240
Change Log:
v01a

-Removed a line of trees from both sides of starting location
-Removed Dungeon Fog Weather
v02
-Removed Free Goldmine Expansion
-Adjusted Starting Location
-Adjusted Item Drops due to new patch
-Adjusted Dark Wizard Fountain of Health (-2 Blood Wizard, -2 Enraged Elemental, +2 Rogue, +2 Rogue Wizard, +2 Bandit, +2 Apprentice Wizard)
-Adjusted Fire Revenant Camp (-2 Mud Golem, +1 Lava Spawn [does not split], transferred Power-up 2 from Fire Revenant to Lava Spawn)
-Widened Chokepoints around map
-Changed Lighting from Dungeon to Barrens (this was to help map readability, as it was considered too dark [lava tiles don't pop as much anymore :cry:])
v02a
-Added 2 Power-up 1 to Dark Wizard Fountain of Health
Contents

Anvilridge v1.0 (Map)

Reviews
deepstrasz
The map layout might not impress but the feel and look is fresh. Too many expansion gold mines isn't the best idea for a 1v1 IMO especially when some factions/races can get them faster. Only the red camp guarded one is to fight for between the players...
Level 8
Joined
Jun 15, 2013
Messages
122
Yo, been a while

Aethetics : Looks really good, we need more Dungeon tile maps, how about a mix between dead trees and mushrooms? Or mb fall trees

Gameplay : Free gold expo at start is a problem imo, would definitly favor some races over others
The lvl 8 wizard is not protected enough, could potentially regroup all 5 units and put him at the center
Right now he can be focused and the 4 units besides won't have a say in this

Items : I kinda dislike the fact you remove a lot of items from the pool
Perma 4 seems very strong for a lvl15 camp with no annoying abilities besides poison
I'd fit a lvl 7-8 in there with around 1k hp+ to hold a lvl 4 perma
So either reduce to lvl3 or increase camp diffculty

Same with the lvl 12, lvl 3perma on lvl 4 wolf not great, up the wolf to lvl6 to fix
You need to remember you've given free expand at start, so basically, any other expand is just farming rather than actual need

Anyway
Map seems fun to play, well made imo, not sure it can be considered competitive with the early expo
Well done mate
 
Level 8
Joined
May 28, 2020
Messages
40
Yo, been a while

Aethetics : Looks really good, we need more Dungeon tile maps, how about a mix between dead trees and mushrooms? Or mb fall trees

Gameplay : Free gold expo at start is a problem imo, would definitly favor some races over others
The lvl 8 wizard is not protected enough, could potentially regroup all 5 units and put him at the center
Right now he can be focused and the 4 units besides won't have a say in this

Items : I kinda dislike the fact you remove a lot of items from the pool
Perma 4 seems very strong for a lvl15 camp with no annoying abilities besides poison
I'd fit a lvl 7-8 in there with around 1k hp+ to hold a lvl 4 perma
So either reduce to lvl3 or increase camp diffculty

Same with the lvl 12, lvl 3perma on lvl 4 wolf not great, up the wolf to lvl6 to fix
You need to remember you've given free expand at start, so basically, any other expand is just farming rather than actual need

Anyway
Map seems fun to play, well made imo, not sure it can be considered competitive with the early expo
Well done mate
Hey OnyxTheDark, good to see you!

Yeah for the aesthetics, I feel like I should use some more tree variety, but to match the aesthetics of the area I am trying to encapsulate it wouldn't make sense, everything is burnt to a crisp for the most part. I tried to fit in the fall trees, but I didn't feel they worked well.

The items are all established competitive 1v1 approved items, so they were removed on purpose for balance. As for the creep camp levels to item ratio, this is also something I have picked up on through playtesting my maps with a group of players. I found those higher level orange camps were too strong and would throw players off as not being a "true" orange camp. I balanced the creep camps around map flow and how to acquire level 2 and level 3. All of the orange camps guaranty a hero level 2 if you clear it, and the slightly tougher ones (the ones with item level 4) when paired with another weaker orange and green camp would guaranty level 3. So, I tried to set it up for having options adjacent to the tougher orange camps to reach level 3. Which is a large power spike for 1v1 matches.

The free expansion is something that while I know is very controversial, it is something to try and see how games would shake out. I am leaving the free goldmine there for the time being, but if it ultimately doesn't work out, it can be removed or have the value adjusted. The other goldmines are placed with the thought of the free goldmine being removed down the road, or just as extra expansions if it isn't.

I am glad to hear from you, and thank you for your kind words. I hope you get back into making some maps again, so I can check them out!
 
Level 8
Joined
Jun 15, 2013
Messages
122
Well, usually the creeping route is green towards 2, then expo 3, and then push
Quickly tried in solo, went 2 green to lvl 2, shop because no need for expo to 2.5 and then red camp cuz why not
Red picking wizard lvl 8 would guarantee 3 and then usually push, but push where? Cuz free expo, no expo to target, so idk

I still think you can't make it with normal strat, tho unfortunately I don't know of any other map with free expo
Hence I can't give proper inside out infos there

By the way, when I reinstally wc3 I did restart mapping straight, there's this double tile melee map I'm working on
But ended up doing all the campaigns cuz 2.0 f ed everything
 
Level 8
Joined
May 28, 2020
Messages
40
I still think you can't make it with normal strat, tho unfortunately I don't know of any other map with free expo
Hence I can't give proper inside out infos there
Yeah so far in the playtest games, the free expansion hasn't been as big of an issue as I would have suspected. That being said, might just need more play time on it to find out, as they get more comfortable with the map.

By the way, when I reinstally wc3 I did restart mapping straight, there's this double tile melee map I'm working on
But ended up doing all the campaigns cuz 2.0 f ed everything
Fantastic, I look forward to see it. What tile sets are you using and what is the aesthetic/theme? Yeah I found I don't particularly care for the brightness of the Classic HD, definitely prefer the Classic SD style.
 
Level 8
Joined
Jun 15, 2013
Messages
122
Fantastic, I look forward to see it. What tile sets are you using and what is the aesthetic/theme?
Name is "Forbidden Library" with Sunken and Felwood Tiles/Aethetics with multiple creep groups from different tiles
Main struggle is the "Sunken structure" as I'm not used to work with this kind of aethetic
Here's a small Hint of how it will look

Also, I didn't work on xp/lvl/camp so, considering I know you're good with it, you will prolly be a big help for me there :D
Almost done with campaigns, 3 missions left, by the end of the week I'll be back on it
 

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deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,213
The map layout might not impress but the feel and look is fresh.
Too many expansion gold mines isn't the best idea for a 1v1 IMO especially when some factions/races can get them faster. Only the red camp guarded one is to fight for between the players but mid-late game.

Approved.


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