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(2)Rival's Assault

(2)Rival's Assault
Player Suggest: 1v1
Map Creator: Zucth

252908-72dbc4c450cd01396a97b4758f86b7ec.jpg

Map Description:
Looks like the Firelords are running berserk in the tavern and burn the whole city down, because none wants to pick them?

Neutral Building:
8 Expansion Goldmines (base - 12500, expo - 11000, safe red expo - 8000)
1 Tavern
2 Lab
2 Goblin Merchant

Creep Camp:
6 Green
10 Orange
2 Red

Information:
-playable size 104x60
-red map
-lv7 5-2-1 zombie camp drop gold.
-a red safe expo drop map reveal.

Creator Note:
-something unusual once in a while, this is not a competitive map for sure.
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Contents

(2)Rival's Assault (Map)

Reviews
Remixer
Review - Rival's Assault (Version January 19th 2024) Synopsis: Rival's Assault is a two-player melee map using an unusual setting. Large areas of rebuildable areas and quite a simplistic layout make the map rather straightforward fitting the name...

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,113
Review - Rival's Assault
(Version January 19th 2024)
Synopsis: Rival's Assault is a two-player melee map using an unusual setting. Large areas of rebuildable areas and quite a simplistic layout make the map rather straightforward fitting the name.
Map Aesthetics: The terrain looks decent and the tile variation is rather gorgeous considering the small selection of tiles used - especially nice is the blend of shallow water and red tiles. The edges of the map look rather rough and could have more 'things' added to the shade, considering the emptiness might stand out with the wide-screen display.
Map Layout: The layout is simple with two pathways to the enemy, with easier (more probable) expansion in the central crossings. I'd say the name fits the map as it's an assault on assault as there are objectives other than the enemies. The corner expansions initially seem safe, but the strong creeps and low gold amount in the mine make it quite unattractive, especially considering the unbuildable ramp that leads up to it and it can be very hard to defend.
Neutral Objectives: The creeps fit the theme and seem somewhat of appropriate strength. The orange camps are on a strong end and I wonder if they should be tuned down a little - 19 Level camp guarding Goblin Merchant seems hard to take, considering there are very direct routes to the enemy. This also applies to the corner gold mines, though I do like that they are more difficult to take. The numerous expansion gold mines are an interesting addition and make the gameplay fast-paced - probably even too much so for the equality of races.
Map Gameplay: Suitable for standard melee gameplay. Nicely decorated small battle arena featuring unpathable walls to restrict movement. A lot of things have been packed into a small map, giving a lot to do, but on the other hand, the simplistic layout makes it very direct. Still, multiple expansions can prolong the game in unexpected ways.

Recommendations:
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