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Ancient Rivalry

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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This is an update of a very old melee map, that I've done with lots of mistakes. After ten years I fixed some of them.
Have a nice day!
(Description in progress)

PLAYERS: 8
Mines: 22 gold mines
Shops: 6 ( 3 each side)
Mana fountain : 1 (center)
Health fountain : 1 (center)
Contents

Ancient Rivalry (Map)

Reviews
deepstrasz
Terrain is flat. Artificially placed trees (in a line). Trees are placed in such a way that it makes it hard to gather wood. Basically, not enough lumber in bases. Also, Acolytes are easier to kill this way too (especially by Blademasters). Trees...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Terrain is flat.
  2. Artificially placed trees (in a line).
  3. Trees are placed in such a way that it makes it hard to gather wood. Basically, not enough lumber in bases. Also, Acolytes are easier to kill this way too (especially by Blademasters). Trees around the mine are usually put to protect them.
  4. Mine creeps should have the longest camp range. They should engage player units from a distance not when close to them.
  5. It's bad to have ramps with buildable terrain if they are the only way to a player. That means, the path can be blocked/exploited by towers+supply buildings.
  6. There should be no space between trees so small units like workers, Footmen, Ghouls or Archers to pass through.
  7. Fountains are usually controvertible. Here, there are even two near each other. Maybe in 1v1 it would be more problematic. However, this creates a King of the Hill type of play which means pretty much forcing players to dominate the middle most of the time.

All in all, more space through where armies can go without being forced to kill creeps and more trees for lumber where mines are.
The concept is interesting.

Awaiting Update.


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