Heirarchy
Created by normalice
Map Info:
Intended for 3v3 or 3v3v3v3 play. I can not and will not attest to the function of this map for unintended team sizes.
This map implements a tiered base setup, where each of three allies is on a different 'cliff' than another.
The Teams Together option is assumed to be active for this map!.
Features:
Each base has its own tavern. Additionally, navigation about the three tiers of each base must be done by a slightly unintuitive waygate system. It isn't that difficult to figure out, of course, but the idea behind it is that it is a lot easier to get down than to go up. The purpose is if an enemy is to attack, the easiest way to do so is to attack the lowest tier base. This gives many defense options for the second and third tier allies, as they have a position over their lowest tier ally's base and thus can tower to defend it heavily (if they so choose) - though there is a 'back' entry that requires a number of trees to be destroyed...
Each team also gets their own goblin observatory. This is a little out of reach and you must go through a creep camp to get to it - but that is to compensate for the fact that the observatory itself is unguarded.
All starting mines get 30k - the intent is to make the starting locations worth defending. All expansion mines get the standard 12.5k. There are eight total expansion mines up on ledges, only accessible by zeppelin (for the workers, that is). All of the natural expansion mines have an overlook by the upper tiered ally, thus allowing for still more defense if desired.
There are many orange and green creep camps but only 5 red ones. They guard a marketplace, two goblin shops, and two fountains of mana. All items typical for melee maps are available as drops on this map. A creep at the marketplace drops a rune of the watcher. The two goblin shops are guarded by red creep camps - but the creeps were chose such that a team of three heros and a handful of T1 units could still take it.
Unused starting locations are heavily guarded - no free fortresses here.
Some else stuff about map:
This map has only been tested against the computer AI (which is retarded and should be called AR..). I made it somewhat recently, and also recently almost no one joins custom games anymore. If anyone knows 10 other people who want to test it feel free to let me know - I'd be delighted to host such a game on Azeroth (observers on defeat).
Screenshots can be found
here.
Updates:
Increased the width of the entrance to each base.
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Changed tileset (and creeps/doodads) to Outland
Increased starting space for the Orange location
Increased difficulty of creeps at empty starting locations
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Increased starting space for grey and brown
'overhauled' terrain in an attempt to make it look 'pretty'
added doodads
changed tiles in the 'ravine' entering each base to unbuildable rocks
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Adjusted alliance priorities to ensure teams of three are situated as intended, and to allow teams of six to also function.
Other work:
Pack