Acient MegaGardens (1.0)

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  • Wow
Reactions: Ićpomp
ACIENT MEGAGARDENS
Description:

These once-gorgeous, sprawling gardens, shrouded in mystery, were forsaken millennia ago. Now, they are home only to wandering spirits and marauding bandits, all eager to plunder the hidden treasures within. Can you overcome them?

General info:

Players: 24
Suggested setup: 12v12, 6v6v6v6, 2v2v2v2v2v2v2v2v2v2v2v2, FFA
Size: 480x480 (480x480)
Tilset: Sunken Ruins + Ashenvale


Neutral buldings:

Gold Mines:
- 24x (17,5k)
- 60x (12,5k)
- 20x (15k)
Goblin Laboratory: 29x
Goblin Merchant: 53x
Mercenary Camp:
- 40x (Cityscape)
Marketplace: 5x
Tavern: 44x
Fountain of Health: 5x
Fountain of Mana: 1x
Waygate: 28x


Creep camps:

Green 160x
- 24x (lvl 5)
- 24x (lvl 6)
- 56x (lvl 7)
- 8x (lvl 8)
- 62x (lvl 9)


Orange 204x
- 4x (lvl 11)
- 40x (lvl 12)
- 12x (lvl 13)
- 28x (lvl 14)
- 48x (lvl 15)
- 12x (lvl 16)
- 48x (lvl 18)
- 12x (lvl 19)


Red 113x
- 8x (lvl 21)
- 52x (lvl 25)
- 4x (lvl 26, 24, 23, 25)
- 4x (lvl 27)
- 24x (lvl 28)
- 8x (lvl 29)
- 12x (lvl 35)
- 1x (lvl 72)


Special thanks to: CrazyCat, Etniczni Wspierający, Might Guy Niezłomny, ZiHeLL, mafe

Inspiration:
Hanging Gardens by Zada

WARNING!
This is propably the biggest melee map ever created. It is at World Editor's size limit, unit limit and almost at destructible limit. Furthermore, not everyone will be able to play it at acceptable FPS rate.


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1.0
- map release
Previews
Contents

Acient MegaGardens (1.0) (Map)

map would not look so empty if you used doodads in a smarter way, instead of just spamming them for the sake of getting to the limit count. (4 pillars on a 1x1 square)
and the tile looks randomly generated, there's no semblance of road or path to follow. has to get very confusing walking for minutes and not seeing a different pattern.
I'm not trying to be an asshole, I may sound like one but that's because my english is trash. I'm just saying.
the map has potential, since it's a bit similar in base/expo position to market square, and I know it's hard to fill such a large map, I was making a largest size map market square and gave up when noticed the fast hero took 2.3 to 3 minutes from one side to the other lol, and I'm so bad at making maps look good with doodads XD
tavern hero seems a bit too close to the base, could be moved further back in the same position.
also the big double entrance to the base looks a bit weird, you could try making them on the sides.
I may be biased since I hate sunken ruin tileset lol.
 

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Level 5
Joined
Aug 21, 2019
Messages
44
map would not look so empty if you used doodads in a smarter way, instead of just spamming them for the sake of getting to the limit count. (4 pillars on a 1x1 square)
That's for aesthetic purposes, I actually like how those look like. Also I tried my best at balancing how the map looks, it also has to fit armies passing by. Also I didn't bother adding rocks and other stuff, this would take ages.
And btw only DESTRUCTIBLES such as trees and walls are at limit, not the aesthetic doodads.
and the tile looks randomly generated, there's no semblance of road or path to follow. has to get very confusing walking for minutes and not seeing a different pattern.
The main "roads" are created mix of large and small bricks to make them look abadoned, just like the whole map.
I'm not trying to be an asshole, I may sound like one but that's because my english is trash.
Your english is fine :vw_love:
also the big double entrance to the base looks a bit weird, you could try making them on the sides.
It has to be this way in order to fit face-offs between large armies. It's propably too small honestly, I may either triple it or paste it all over.
tavern hero seems a bit too close to the base, could be moved further back in the same position.
That's impossible due to red camp with bandits.
I hate sunken ruin tileset lol.
Yeah I'm not the fan either, I still prefer Citscape 😍
Anyway, thanks for your statement
 
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