Dungeon

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Fight the enemy in bottlenecks, take advantage of the advantages of your heroes and the weaknesses of your enemies.
There are 2 mana fountains on the map, there are also 2 level 8 artifacts, there are also places on the map that limit flight over the mountains, so be careful, the enemy can take advantage of this.
Fixes v1.02:
  1. 1.Changed 2 red camps,
  2. 2. Some artifacts at the camps have been changed,
  3. 3. A little more space on the base
Fixes v1.01:
  1. Some paths have been slightly widened.
  2. Removed flight blockers.
  3. Fixed the drop of the Archmage Ring from green creeps.
  4. Increased the number of trees on the base and expansions, and also expanded the space for building an additional base.
Enjoy the game!
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Dungeon.v1.02 (Map)

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deepstrasz
Please rename the file and map thread title accordingly adding the player number at the front: (4)Dungeon. Pretty standard looking. Could make it less flat, barren and nicer overall. Tried it in Reforged and some places seem like you could go through...
Level 28
Joined
Jan 4, 2020
Messages
406
nice to see new melee mapper appearing. There are a few things that you need to fix. Just an overview though, Hive map reviewer has to do this again anyway.

1. trees gap, it's the biggest problem here. we need to close all the gap due to the difference between each unit collision.
2. there are no way that the path between red/teal is big enough to walk over.
3. some creep that should be on creep stance and it's not. Talk about green camps in front & next to of the base.
4. not enough space & trees for expo.
.
+notice note, it's kinda important: place a lot of path blocker in one place could cause fps issues.
 
Level 4
Joined
Oct 12, 2024
Messages
5
nice to see new melee mapper appearing. There are a few things that you need to fix. Just an overview though, Hive map reviewer has to do this again anyway.

1. trees gap, it's the biggest problem here. we need to close all the gap due to the difference between each unit collision.
2. there are no way that the path between red/teal is big enough to walk over.
3. some creep that should be on creep stance and it's not. Talk about green camps in front & next to of the base.
4. not enough space & trees for expo.
.
+notice note, it's kinda important: place a lot of path blocker in one place could cause fps issues.

hi, how long does it take to check a card?
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
Please rename the file and map thread title accordingly adding the player number at the front: (4)Dungeon.

Pretty standard looking. Could make it less flat, barren and nicer overall. Tried it in Reforged and some places seem like you could go through but the darkness doesn't reveal as it's a cliff. Some places are tad hard to make out properly what they actually are until you hit them as the wall they are.
Many camps too near each other create creeping exploits. One could build some towers near the camps beforehand or just use AoE spells and return when the camps are lower health and so on.
The middle mine although guarded from both sides, will be exposed from one side as a haunted one, the other factions, not being so vulnerable as the undead.

Simple.


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