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Bandit's Deception

I guess Warcraft is just forever ingrained in my soul or whatever.
My fingers where itching and the human soundtrack was blasting in all its glory, the editor appeared on my screen and so it happened again.

The next iteration of making campaigne missions into Melee Maps, this time RoC - Human Chapter Five: March of the Scourge.

I kinda like it, im not sure with the overall size its really small, the creepcamps are close together.
Special feature, the lvl9 Archmage on the Red Spot 100% drops his Ring which gives +3 on all stats and Lvl1 Brilliance Aura.

Good Luck, Have Fun :)



General Info:
Playable Size: 86x94
Players: 1v1
Neutral Buildings: 2 Shops, 2 Mercs, 2 Labs, 1 Tavern
Goldmine: 6 with 12500
Creepcamps: 6 green, 12 orange, 2 red

Creepinfo:

Green:
  1. LvL7: LvL1 perma
  2. LvL8: LvL1 perma, lvl1 power
  3. LvL9: LvL1 perma, lvl1 power
Orange:
  1. LvL11: LvL2 perma, lvl1 power
  2. LvL13: LvL2 perma, lvl1 power
  3. LvL15: LvL3 charged, lvl1 power
  4. LvL17: LvL3 perma, lvl2 power
  5. LvL18: LvL4 charged, lvl1 power
  6. LvL19: LvL4 perma, lvl2 power
Red:
  1. LvL25: LvL4 charged, Ring of the Archmage
Previews
Contents

Bandit's Deception (Map)

Reviews
Remixer
Review - Bandit's Deception (Version January 19th 2026) Synopsis: Bandit's Deception is a two-player melee map featuring the summer-toned Village tileset. The visual works heavily resembles that of Blizzard's original style, albeit with more detail...
Review - Bandit's Deception
(Version January 19th 2026)
Synopsis: Bandit's Deception is a two-player melee map featuring the summer-toned Village tileset. The visual works heavily resembles that of Blizzard's original style, albeit with more detail and delicacy. The map follows the standard melee ruleset and can offer a delightful two-player melee match.
Map Aesthetics: Visual aesthetics are good. Visual clarity is excellent, and terrainflow looks natural. Good job. The style reminds me a lot of Blizzard style, which is a welcome approach in melee maps and tingles familiar memories from the past. Some, more open, areas (plain grass) areas could use a tile or two to break the tile-monotony. Visually, the map is also well split; the areas intended for later-stages are differently laid-out and have different thematic touch to them. Good work.
Map Layout: Nothing out of the ordinary with the layout. Very standard, functional and clear map layout. The gates may hinder somme AI-gameplay, but they are not position on the main pathways and act as a nice niche-touch that is not commonly seen in standard maps.
Neutral Objectives: Seems well balanced overall. Natural power-curve of creep camps and item drops. I like the Arch-Magi Ring drop as it brings extra flavour, albeit the camp is a tough one to take down. The micro-placement of creep camps is good, and they look tidy (in-place, where they look natural in).
Comment: A solid melee map that offers a neat battleground for a melee match. Recommended for people who just want to skirmish with a friend or foe. Overall, very good job and coherent, consistent style overall in the map.
 
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