Marauder Ridge v1.9

A bandit lord and dark wizard have taken up residence in these hills, driving out what little civilization there was. Will you rid the land of these marauders and claim their riches for yourself?

Classic 1v1 Melee map on the Village Tileset, featuring:

2 Main Gold Mines
2 Natural Expansion Gold Mines
1 Central Gold Mine
9 Green Camps
10 Orange Camps
3 Red Camps
2 Goblin Merchants
2 Goblin Laboratory
2 Mercenary Camps (Lordaeron)
2 Taverns
1 Fountain of Health

v0.06
-Swapped Mercenary Camp to Lordaeron Summer
-Adjusted creep positions around Mercenary Camp for pathing issues
-Fixed green camp next to main base not spawning 3rd creep
-Adjusted pathing around southern Goblin Merchant
-Added green Furbolg camp to southeast corner of map
-Added more trees near natural expansions

v0.07
-Doodads

v0.10
-Added Orange Sasquatch camp near main bases for better north side creep route
-Updated out of bounds area near Marketplace
-Changed Level 5 Gnoll camp near main bases to Level 6, changed drop level 1 permanent to level 2 powerup

v0.11
-Adjusted terrain/doodads aroung Sasquatch camp for better pathing and visibility

v0.12
-Doodads

v1.0
-Opened up ramp leading to Goblin Laboratory slightly for easier access and better pathing
-Removed 2 trees near Goblin Laboratory to open up the area while fighting creeps

v1.1
-Reworked terrain near orange Sasquatch camps
-Moved orange Sasquatch camps and green Gnoll Overseer camps further back for more pathing space

v1.2
-Extensive doodads work, both decorative and gameplay/pathing alterations
-Increased Goblin Laboratory camp from level 13 to level 19, changed drop from level 3 permanent to level 4 permanent
-Decreased Fountain of Health camp from level 28 to level 26, removed level 2 charged drop
-Changed level 6 Gnoll camp drop from level 2 power up to level 1 permanent, level 1 power up
-Changed level 8 Gnoll camp drop from level 2 permanent to level 2 power up

v1.2b
-Standardized/mirrored critter spawn locations
-More doodads/tileset work

v1.2c
-MORE doodads!
-Fixed a bunch of wisp hiding spots

v1.2d
-MORE doodads and tileset work!
-Fixed more wisp hiding spots

v1.2e
-Changed creep position on graveyard camp so it does not aggro due to proximity pathing
-Adjusted some creep positions

v1.3
-Removed Furbolg camp
-Added Tavern to to bottom right side of map

v1.4
-Added bridge from the bottom right corner to the middle tavern high ground
-added some Fall tiles/trees for some extra color other than green

v1.4a
-Adjusted gold mine positions so they cannot be sieged from the lake bridge

v1.4b
-Replaced undead creeps on Dark Wizard camp with Bandits/Cultists so Dark Wizard has corpses to resurrect
-Adjusted gold mine creep positions to avoid pathing pulls
-Moved central Tavern so the new ramp is not blocked

v1.4c
-Adjusted natural expansion gold mine position
-Adjusted bridge terrain
-Various doodads/tile work

v1.4d
-Fixed orange Wolf camp missing a creep on red side
-Bridge doodads

v1.5
-Widened ramp near statues (fixed graphical error)
-Adjusted gold mine creep positions and doodads for pathing/aggro issues
-Moved Sludge Flinger camp slightly to allow more expansion building area
-Adjusted doodads for pathing around Dire Wolf camp
-Bridge no longer looks like it's floating
-Credit to @Figglewig for suggestions/tips

v1.5a
-Reduced Gnoll camp near main bases to level 5 from 6 (NE and HU love those 2 creep camps near the main base for militia and AoW creeping)
-Moved main bases and gold mines slightly (travel time between mains is a bit longer than average)

v1.5b
-Moved main bases and gold mines slightly (again)
-Cleared some trees near Bandit Lord gold mine for more building space
-Blocked some more wisp hiding spots

v1.6
-Added destructibles blocking the path behind goblin shop to the bridge
-Added level 9 Bandit camp behind south goblin shop

v1.7
-Increased natural gold mine camps from level 9 to level 12, changed item drop from 1P+1U to 2C
-Decreased graveyard camps from level 10 to level 8, changed item drop from 2C to 1P+1U
-Decreased northwest goblin shop camp from level 16 to level 15
-Fixed some minor terrain/doodad asymmetries
-Increased pathable area near goblin lab camps
-Moved main bases slightly further apart
-Moved doodad/blockers on the bottom side of map to open up tight spaces more

v1.7a
-Decreased goblin lab camps from level 19 to level 18
-Decreased mercenary camps from level 17 to level 15
-Decreased bridge bandit camp from level 9 to level 7
-Fixed main base to opposing mercenary camp pathing to be identical (previously red would path around the top side and blue would path through the middle when traveling to opposing mercenary camp)

v1.7b
-Changed Rogue to Rogue Wizard (bridge bandit camp)
-Changed Sludge Flinger to Blood Wizard (graveyard camp)
-Changed Reef Elemental to Sea Turtle, Revenant of the Tides to Spider Crab Limbripper (northwest goblin shop camp)
-Changed Polar Bear (Brown Bear skin) to Misha (southeast goblin shop camp)
-Creeps now drop max 1 item, camps with multiple item drops spread out among different creeps at the camp (except Dark Wizard camp)

v1.8
-Opened path between goblin shop and central gold mine, placed tavern in the path
-Adjusted main base/gold mine placement to allow for 4 peon/peasant mining trick
-Moved central gold mine slightly

v1.8a
-Doodads/creep placement adjustments for pathing aggro

v1.8b
-Removed some doodad blockers near main bases to open up pathing
-Reduced natural expansion creep camp from level 12 to level 11 (no longer grants level 2)
-Swapped goblin laboratory Wildkin to Enraged Elemental (same level)

v1.9
-Removed some doodad blockers near southeast tavern to open up pathing
-Increased Gnoll Brute camp to level 7 from level 5
-Increasesd Goblin Laboratory camp to level 19 from level 18
-Increased Dire Wolf camp to level 11 from level 9
-Moved level 1 power-up from Blood Wizard camp to Natural Expansion camp
Contents

Marauder Ridge v1.9 (Map)

Reviews
deepstrasz
Indeed classic, natural melee. Nothing fancy or innovative but good. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES...
Indeed classic, natural melee. Nothing fancy or innovative but good.
Approved.


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

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