Echo Cavern 1.1

This bundle is marked as pending. It has not been reviewed by a staff member yet.
(2)Echo Cavern
Story

Beneath the isles lie another reflection.
South side rebels crunch the rust from their weapons.

Layout
A small map inspired by the old Echo Isles. The main similarity being a Shop at the bottom, Marketplace at the top, and Tavern in the middle.
There is also a mercenary camp very close to each player's main base guarded by a strong green camp of Kobolds.

The natural expansions are the only extra available gold mines but are fairly well concealed on each side of the map.
At the very bottom center below the shop holds three different orange camps with generous loot. This will likely be a large contention point.

The most controversial and unorthodox aspect are the fountains.
Left player has access to a mana fountain guarded by both flying and grounded units.
Right player has a health fountain positioned in a bear cave.
The health fountain camp is easier to pull and clear given I would deem the mana fountain a more powerful asset.

The creeps on each side differ greatly due to the theme of bandits inhabiting the slums of the south side and the wizard aristocrats inhabiting the north.
Rest assured though, the experience and loot available are almost identical.

Tactics
Fast and fortified expansions are a viable approach. While the Iron Golem is magic immune, he is taken down fairly easily by a competent player.

Keep in mind the differing creeps for left and right (north and south respectively as I refer to them)
This wont make a huge difference but for example if I'm playing elf, I would use Demonhunter to mana burn the wizards if I spawn on the north and Warden fan of knives to quickly clear the bandits if I spawn in the south.

The Marketplace camp holds what i consider the top tier Aura items.
The Shop holds the lesser Aura items. Both very valuable, you should try to claim at least one of these before your opponent does.

As stated in the layout, below the shop are three camps with high value loot.
Its up to you to go for the better aura item up top, or try to hoard more items along the bottom.
This plays into the asymmetrical design of the south side bandits using brute force and the wizards using their wealth and marketplace control.

Also note the Mercenary Camp on the Underground biome hosts the Kobold Geomancer. A strong addition to nearly any army.

Map Specifics
Players2
Creep Camps9 9 2
Neutral Buildings7
Gold Mines4
One Marketplace and one Shop centrally located.
Each side has their own Merc Camp and Expansion Gold Mine.
Each side has a fountain guarded by a red camp.
This map does not contain an Alchemist Lab

Authors Notes
This is my first upload to the Hive and second melee map I've attempted.
I will be uploading other maps that are more traditionally symmetrical.
I still encourage you to try this one out, I think its a fun concept and the aesthetics of Underground are very cool!

Much love to this brilliant community and those who have helped me learn the world editor.:thumbs_up:
Look forward to many more 1v1 maps and I'll try to dabble in team maps in the future.
Contents

Echo Cavern 1.1 (Map)

Reviews
deepstrasz
Please follow the melee mapping description guides below. Also make sure that editing object data too much would get past actual melee to altered melee. Awaiting Update. If you want more reviews, you should participate in the The Grand Review...
Please follow the melee mapping description guides below. Also make sure that editing object data too much would get past actual melee to altered melee.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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