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A four-player melee map, with four shops at opposite ends, and a shipyard in the middle. Despite the shipyard, all areas can be reached on foot. There is only one way to cross to the other sides of the island, and it's guarded by giant hydras. Resources for a successful startup are abundant, and the one to defeat the hydras in the middle will not go unrewarded.
Story:
Despite their name, there are no clovers on the clover isles. The isles were named after their shape, and they once served as a stop for traders and mercenaries travelling between The Eastern Kingdoms and Kalimdor, however, they've been claimed by beasts of the depths and now it's a fighting ground, as the control of the isles would mean a good tactical and economically beneficial position for any race.
[highlight]Extra info:[/code]
This is a reupload and heavy edit of a map previously known as "Ancient City". I got a lot of feedback but afterwards, the map was deleted.
So here's Ancient City v.2!
Major revision done, including adding a lot more forest areas, making more space, and decreasing the overall creep level, including the ones at the mines. The hydras in the middle still remain, as they are partly the map's point - you have to defeat them first in order to start attacking the enemy =).
However, I have removed some of the difficult creeps and added easier ones, so that while the player is building an army strong enough to kill the hydras (which doesn't really take a lot), they still have something to do and terrain to discover.
There's a full change list available in the changelog, which still has info from the previous version.
If you're curious about what this map started out as, you can compare the full map screenshot below to this one (and see why it got rejected )! ^^
Thanks to everyone who put in feedback, and I hope I've made you slightly more content with the map. ^^
FEEDBACK: Any more feedback is very welcome, especially about space, wood amounts, and doodad density =)
20:01, 7th Sep 2011
Vengeancekael: Status: Rejected
Fix the things mentioned above and Orcnet's review will be applied.
Vengeancekael: Private Message
Date: 2012/Jan/05 18:38:47
Reasons:
Other:
Check out the tutorials section...
Tavern should be unguarded, also 12 gold mines instead 8 would be better choice.
30.000 gold per expansion gold mine is 2 much, you will harvest all trees around and gold mine will still have above 20.000 gold.
Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone Comment: Updated and approved.
A lot better, looks a bit more symmetrical, but of course the starting points are still quite different from one another, one has a lot more trees, ...
But I'm sure after a few updates the main issues will be resolved.
Tavern should be unguarded, also 12 gold mines instead 8 would be better choice.
30.000 gold per expansion gold mine is 2 much, you will harvest all trees around and gold mine will still have above 20.000 gold.
Difficulty is at ease and fair, but seconded to Kael and Kobas's comments, excellent choice for the hydras to be the main creep raid for once.
Terrain
Terrain was beautiful, no doodads spams, perfect alignments of details, and its just wonderful, good job with that.
Managing
well just have to tell yah, that's one good work of a melee map, although Kobas is right with the tavern area, gold mines, default it back to their original state and everything would be fine.
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