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Arinas 1x1

Submitted by SNART
This bundle is marked as approved. It works and satisfies the submission rules.
ARINAS 1х1
V1.11

(06.010.2019)

STORY:

This arena was built by the ancients specially for the great battles, but a huge flood cut off the roads, forcing all to forget about it...
Recently there were maps indicating the way to the arena, and one of them seems to have you!

DESCRIPTION:

Arinas 1x1 is 1 vs 1 player melee map (size: 90x90).
Numerous passes provide many options for your strategy!

CONTAINS:
  • 12 500g Base, 7 500g and 15 000g expansions
  • 4 Green camps
  • 12 Orange camps (2 easy. 4 medium. 6 heavy)
  • 2 Red Camps
  • 1 Tavern
  • 2 Goblin Merchants
  • 2 Mercenary Camps
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1.7
  • The landscape has become more embossed.
  • Some visual improvements.
  • Fixed not acceptable range camp giant lizards and horned.
  • Installed clans - disabled.
  • Increased the number of trees in the arena.
1.8
  • Minor changes in doodads.
  • Added improved preview map.
1.10
  • Minor landscape changes
1.11
  • All non-standard card settings are excluded and import files are deleted.
  • Added more trees and expanded some passable arena roads.
________________________________________________________________________________________________________________________________________________________


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Previews
Contents

Arinas 1x1 (v1.11) (Map)

Reviews
deepstrasz
Remove teams. Melee maps don't need that. Players should start randomly either on one Start Location or another. Actually the random starting works but the Forces are unnecessary as the Team number can be chosen anyway. Terrain is flat. Use some...
  1. Daffa

    Daffa

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    Just a friendly tips : use the minimap as the map icon.
     
  2. mafe

    mafe

    Map Reviewer

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    Tried have a look, but my editor wont open it. Anyone else having this problem?
     
  3. Daffa

    Daffa

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    @mafe
     
  4. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
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    Remove teams. Melee maps don't need that. Players should start randomly either on one Start Location or another. Actually the random starting works but the Forces are unnecessary as the Team number can be chosen anyway.
    Terrain is flat. Use some height variety.
    You could diversify the creeps for instance not having all green camps be a Wildkin+two Trolls.
    You've set the camp range to the Furbolg+Stalkers near the mines to lowest which would mean building towers and buildings nearby without them attacking while you've set the camp range to highest to the Stalkers+Lizard groups which don't protect any mine.
    Item drops might need more equalizing.

    The map is OK.

    Awaiting Update.

    ================================================

    Always check/recheck the Map Submission Rules! (Map Submission Rules)

    A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

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    EDIT: changes made,
    Approved.
     
    Last edited: Jan 31, 2018
  5. nightelfbuilder

    nightelfbuilder

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    2 years for a melee map is a long time and almost unbelievable but mehh what do I know.
     
  6. SNART

    SNART

    Joined:
    Jan 22, 2018
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    I did not devote much time to developing a map and interrupted it. A lot of time was spent on 4 new neutral heroes who were on this map. The heroes had to be removed so that the map could be "melee".
    While I do not find time for a map with the heroes.
     
  7. SNART

    SNART

    Joined:
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    Would 2x2 be cool?
     
  8. Nudl9

    Nudl9

    Joined:
    Nov 9, 2006
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    I wouldn't use enviromental doodads near base.
    It always looks bad when you play UD and have for example flowers growing on blight.