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Anubris's home V 1.0

Submitted by hakonwarcraft
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
Map Description
This was the stag Anubris's place of death, at the hand of Satyrs.
In the present this place has become a place of savage creatures and a foul stench of blood.
The question is, will you be the defiler or the purifier.

General Information
The creeps close you will range from lvl 1-3, further away the creeps range between lvl 3-6, and in the middle of the map the creeps range between lvl 6-9.

A creep camp lvl 1-3 has higher chanse of dropping an item lvl 1, and lower chanse of dropping an item lvl 3. Compear to a creep camp lvl 3-6 has a higher chanse of dropping item lvl 3, but less chanse of dropping an item level 6.

In the middle of the map you will find a Tavern with its original heroes. In the middle to the right you will find a Goblin Laboratory guarded by Furbolgs. To the left you will find a Goblin Merchant guarded by Furbolgs. Each player has a Mercenary camp close.

Gold in Gold Mine: 12000

Map Content
[​IMG] Players: 2
[​IMG] Creep Camps: 10
[​IMG] Neutral Buildings: 5
[​IMG] Gold Mines: 2

Update

Change Log 10.03.2019
  • Changed the maps tag from Altered melee to just Melee.

Change log 17.03.2019
Map size change, to make shorter distance between players.
  • Map Playable: 44 x 110
  • Map Full: 128 x 128
  • Base tileset: Ashenvale
Changed creep camps.
  • Green Creep Camps: 4
  • Orange Creep Camps: 4
  • Red Creep Camps: 2
Contents

Anubris's home (Map)

Reviews
deepstrasz
Flat terrain. The distance between players is pretty high. Militia revert to Peasants a little bit after the mid of the map. Only one yellow camp, the rest are green which favour Blademasters and heroes with summoning abilities to gain experience...
  1. Alexen

    Alexen

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    How is this an Altered Melee since when I click on preview triggers, are the same melee map basic triggers. If it is truly an altered melee you should describe what is different from normal melee maps.
     
  2. hakonwarcraft

    hakonwarcraft

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    Its a altered melee map because I changed the color of a forest troll hut a bit blue to fit the dark trolls. But if that does not make iit altered, I will change it.
     
  3. Alexen

    Alexen

    Map Reviewer

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    That does not mean is really altered, since there are no custom races or units.
     
  4. hakonwarcraft

    hakonwarcraft

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    Thats great, not that I will begin making custom units for a map that im posting at first.

    But I was thinking of set the level of the lvl 1 satyr to level 2 and increase its health and damage. And some other satyrs as well because they fit better together as a group. Meaning having a lvl 1 and 2 unit combined instead of a lvl 1 and 3.
     
    Last edited: Mar 10, 2019
  5. deepstrasz

    deepstrasz

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    1. Flat terrain.
    2. The distance between players is pretty high. Militia revert to Peasants a little bit after the mid of the map.
    3. Only one yellow camp, the rest are green which favour Blademasters and heroes with summoning abilities to gain experience faster.
    4. Careful with spaces between trees not to let small units get through.
    5. Talisman of Evasion is too powerful for the camp guarding the Goblin Laboratory.
    6. Little creep variation.
    7. Thunder Lizards are strong against humans (mercenary camp).
    8. Mine guards should have the longest camp range to avoid towers being built nearby without them attacking the construction process.
    9. The expansion mine position renders Acolytes vulnerable to attacks.
    10. No Tavern?
    11. A lot of long corridors which create annoying gameplays due to running around and possibly getting blocked at one point by the enemy at the corridor ends.
    12. Because there's only one way out of the main bases and down a ramp which has no unbuildable tiles on, players can lock themselves in their base with towers and supply buildings especially with 18k in the mine.

    All in all, it's rather simple and not melee ready.
    Please read some of the links (guides) below pertaining melee map making and balance.

    Awaiting Update.



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    EDIT:
    1. Lumber harvesting is in favour of night elves. Trees are too few and too far away from the main building. Also there is space between trees. Small units can get through some of them.
    2. The map in general is too straightforward. It's good as learning process.

    Substandard.
     
    Last edited: Mar 25, 2019