(2)Dungeon Loch v1.2

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(2)Dungeon Loch
Player Suggest: 1v1
Theme: Bright Dungeon, Teranas Standard
Map Creator: Zucth

Map Preview:
210579-b58a45a49cda461ce9e5e1f195cd7d6b.jpg

Creep camp & Itemdrop:
210750-9faaa7db564d37441b8d14b7337f9a40.png

Level 2 creep route:
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Map Description:
The lonely dungeon deep in the core of Blackrock Cavern, the place was abandoned only the death and eternal knows its mystery.

Neutral Building:
6 Goldmines (all-12500)
1 Tavern
2 mercenary camp - Dungeon
2 Goblin Lab
2 Goblin Merchant

Creep Camp:
4 Green
10 Orange
2 Red


Information:
- Same vision to Occult Oasis
- No envenom/frost armor/ensnare the map have only slow, purge and bash.
- For level 2 creep route: green + green or any near orange is an instant lv2.
- Red camp guard with double lizard [splash dmg] drop permanent 5 and pw2
- Terenas Standard & Amazonia style.
- Dungeon Merc support UD with two undead units.
- I did low the water color so it won't heard the eye too much to who ever feel unfamiliar with dungeon tile set.

++There's a WIP down in the photo down there in case you wanna asked of it.

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184292-b7f9f2609ae02d6a767fee4987eb55bb.png

1.0 Hive released
1.1 change the tree vision in game. summer tree > corrupt tree. every version under 1.30 will have a orange minimap. while in reforged the color of minimap wont change. -due to mafe feedback.
1.2 adding 1 more route from the middle, move mid green camp & lab camp a little due to the additional route, nerf mid green camp difficulty, move middle critter position, wider the merc route. remove the dispell ruins from red camp -due to Mafe and SayuriTenshi opinion. I agree and finally found the solution. Remove pw1 drop from the shop position.

Creator Note:
-Map size: 96x92
-Wraith in the map were used as a decoration not a camp. Can't be transmute or charm in game.
-Another try of TS with Dungeon merc.
Previews
Contents

(2)Dungeon Loch v1.2 (Map)

Reviews
mafe
Review time! 1. Tileset: Well you know the prejudices against red maps.... This one is rather red-ish than fully red, but still. Also one of the few things I still consciously remember from art classes at school is that a red-green contrast can be...

mafe

Map Reviewer
Level 22
Joined
Nov 2, 2013
Messages
820
Review time!
1. Tileset: Well you know the prejudices against red maps.... This one is rather red-ish than fully red, but still. Also one of the few things I still consciously remember from art classes at school is that a red-green contrast can be perceived as unpleasant/visually stressful. I feel that for me at least, this is the case here.
2. Layout: I like how the creeps/neutral buildings/mines are positioned. However I think the map overall has a few too many chokepoints/narrow areas (but on my owm maps, I tend to get the complaint that there are not enough of those, so take my advice with a grain of salt). And the map being divided into three long "lanes" is normally something I dont recommend either.
3. A lot of unusual creeps, but overall they seem balanced. I like that there are still sufficiently many medium armore, which is easy to miss out on when not going for standard creeps. But I cannot guarantee that there would be no balance problems if the map would be played ina competitive environment.
4. Items also look good. I never paid attention to the rune of magic abolish magic (is that even the correct english name), but I think there is no issue in using it here, even though primarily for the reason that it seems unlikely to have an impact at all.

Well... that's about it. Map approved.
 
Level 20
Joined
Jan 4, 2020
Messages
255
Review time!
1. Tileset: Well you know the prejudices against red maps.... This one is rather red-ish than fully red, but still. Also one of the few things I still consciously remember from art classes at school is that a red-green contrast can be perceived as unpleasant/visually stressful. I feel that for me at least, this is the case here.
2. Layout: I like how the creeps/neutral buildings/mines are positioned. However I think the map overall has a few too many chokepoints/narrow areas (but on my owm maps, I tend to get the complaint that there are not enough of those, so take my advice with a grain of salt). And the map being divided into three long "lanes" is normally something I dont recommend either.
3. A lot of unusual creeps, but overall they seem balanced. I like that there are still sufficiently many medium armore, which is easy to miss out on when not going for standard creeps. But I cannot guarantee that there would be no balance problems if the map would be played ina competitive environment.
4. Items also look good. I never paid attention to the rune of magic abolish magic (is that even the correct english name), but I think there is no issue in using it here, even though primarily for the reason that it seems unlikely to have an impact at all.

Well... that's about it. Map approved.

I know what people think of the dungeon tile set :3 But well I try to improve and make it work so it come to this very orange color maybe red but not a dark red same as pure dungeon. It ground is barren+L. Summer I only use dungeon dirt in someplace to highlight the spot :3 green-red create stress is a new things for me... I wonder how christmas end up with green-red then xD sound like a stressful day color

About the layout I try to do some TS replacement but seem like it even worse.
Well nothing to say... but I think this dungeon will work:vw_love: if I could find a good layout!
 
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