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Mars Lighthouse 1.01
Submitted by
WolfFarkas
- Tags:
- Melee, Contest Entries
- Filesize:
- 830.36 KB
- Rating:
-
(4 votes)
- Downloads:
- 658
- Uploaded:
- Sep 15, 2018
- Updated:
- Oct 29, 2018
- Resources:
- 1
- Author(s):
- WolfFarkas
- State:
- Substandard

This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
Mars Lighthouse
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145970-aab208e44e401889348555aceee931b8.png)
This is a 128x128 melee map designed for 1vs1 players. It is designed with the dungeon tile-set with a mix of ICC and Northrend Ice and Village brown paths. ( I used like 10,230 doodads).
I designed this map as a fire/ice theme.
I designed the map with a 1.26 version (I didn´t want to risk crashes and bugs with the 1.29 and more versions still being tested).
This is my entry for the contest ( maybe I will edit it to adjust something before time is out, like a bug if I detect something):
Melee Mapping Contest #2
Neutrals buildings and creeps
-6 gold mines:
gold in bases: 12500;
gold in first expanding: 12500 (orange creeps, level 14;
gold in second expanding: 15000 (red creeps, level 21).
- 2 goblin markets defended with level 16 orange creeps.
- 1 unguarded tavern in the center.
- 2 dungeon mercenary camps near base defended with a level 12 orange creep.
- 1 Lordaeron summer mercenary camp defended with a level 18 orange creep.
- 1 Outland/Black citadel mercenary camp defended with a level 17 orange creep.
- 1 marketplace and defended with a level 23 red creep.
- 1 mana fountain defended with a level 22 red creep
- 2 goblin labs defended with level 19 orange creeps.
Creeps amount
- 6 green creeps (3 per player),all defending nothing.
- 20 orange creeps (defending goblin labs, goblin markets, goldmines, mercenary camps, and some defending nothing.
- 4 Red creeps (2 in far goldmines; 1 in marketplace; 1 in mana fountain).
Strategy
Night elfs (tested by me):
1) Place the first age of war near the mercenary camp for AOW creeping, then leave it there to produce units.
2) Buy the burning archer.
3) Place the second age of war near the goblin market for AOW creeping, use a wisp to repair while combat.
4) Go for the goldmine and expand.
5) If you want to go to the goblin market before the the mercenary camp, it can be done safe, but I really sugest two wisp for repair the AOW or do it with 1 wisp but with micro manage eating trees (2 archers and the demon hunter hero).
Humans (tested by me):
1) With the barrack/ altar and farms you can wall one of the 3 paths.
2) Creep the goldmine (orange creep) with the paladin, 5 militia and 2 footman. Use holy light
Note: the creep has one unit level 3 melee with no skills, 1 burning archer with fire arrows, 1 cold archer with cold arrows, and 1 unit level 5 melee with evasion. The camp can be taken down with the units I said and no casualties, holy light and retreat units of course.
So humans can fast expand.
Undeads (tested by me):
1) There are critters: pinguins, rabbits, seals and rats (near the creeps) to use the rod of necromancy and rise undeads.
2) with 2 necrophages/ gouls , 1 hero (I used the death knight), and 1 rod of necromancy (used 1 time on critter and a second time by killing a murloc level 3) I took down the mercenary camp creeps with no casualties. (heal necrophages and retreat one of them).
Orcs:
1) Blade master with critical hit, 1-2 grunt and kill the main unit for items.
General strategy:
- Bases has 3 access points, and a wide safe area to build buildings.
- One of the 3 paths, (the path to the mercenary camp, is more near base) can be walled fast (start) with barrack/altar, farm/zigurat. NE can wall a bit later with hunter hall instead of Ancient of war.
- For orcs, humans and undeads, the saw mill, cementery, I advise it to put it back of the base to havervest wood better. Shops should be back too. (enemy tend to try to destroy the shop).
- First Expandings has 3 access points.
- Second expandings has 2 access points.
- Fast way to reach from one base to another is by the main diagonal path (tavern path).
- The mercenary camp near base allows to get units, but it is placed in a out-game area.
- Going to the first expansions allows to get near the goblin lab, wich is the only way to reach the marketplace (warden can`t teleport). The goblin lab creeps loot a potion of invisibility and it can be used to buy items in day time.
- Going to the second expansion allows to reach the mana fountain. The use will be more important at night until the red creep is killed.
- The tavern, marketplace, mana fountian and 2 mercenary camps are ment for competition.
- The scorpid orange creep camp loot sentry wards item with 100%, for temporally scout the paths/neutral buildings.
Fictional history
Mars Lighthouse is one of the 4 Lighthouses of the Golden Sun saga. Mars represents the element of fire. This Lighthouse is located in a cold region.
The town in the south-west region is called Prox, where fire adepts born.
The waterfalls in the north-west region represents the waterfalls of the end of the world.
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145978-487bfa44ef4ac2d461a5e113c79c4fde.png)
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145979-a423191024adbb98716bf2c2766917d5.jpg)
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145977-6754fcfd25c37bec52ca7ae894c97694.jpg)
Imported material has been used, the credits are also inside the game as an informative quest (if the map is uploaded in others sites)
Changelog
Version 1.00 upload for the contest
Updated saturday 15-09-18, added doodads (trees), now 10,230
Updated sunday 16-09-18 fixed aggro in the lordaeron summer merc. camp (the one near the mana fountain), adjusted critters position.
Updated tuesday 18-09-18, I made a huge mistake with my creeps selection in the merc camp near the marketplace (had a bad feeling all this time with that camp), 2 void walkers level 6 with lighthining chain and frost armor are hard ones, I replaced 1 voidwalker with a 1 fire revanant level 3 with inmolation (= to level 1 inmolation of NE hero) and low HP, and 2 void phantoms level 1 with no skill. Creep level 17, now is more easy to camp.
Updated wednesday 19-09-18, my poison creep was hard for orcs. While with HU and NE I can heal myself with wells and the paladin, so it was ok. With orcs I got my grunts in bad shape and had to waste 200 gold to heal me. I had 2 scorpids level 4 with poison and shadow strike, changed the creep, now only 1 scorpid has poison and shadow strike. Creep level reduced from 12 to 11.
Updated thursday 20-09-18: added inside game screens showing play.
Changed the permanent level 3 loot of 4 creep camps. (to avoid the repetition of 2 rings of protection + 3 if someone goes for the two goblin markets in a row, while the other user goes for the goblin lab/marketplace).
V. 1.01
Changes here:
Mars Lighthouse 1.01
Credits
Map made by Ragnaros17
Models credits (all from Hiveworkshop):
Anvil by Blood Raven
Barracks by Mike
Bell Tower by HerrDave
Blue Dragon Nexus by MatiS
ChaosCitadel by HappyTauren
Farms by Mike
FountainofAyleidWater by skrab
FrozenFountain by Elenai
Forge2V49 by Yayoi
Granary by Mike
Houses by Mike
Lava by HappyTauren
Marketplace by Mike
Round Log Pile by funkid2
Stables by Hayate and Mike
Stonemason by Mike
Watermill by Mike
Window02 by Tranquil
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145970-aab208e44e401889348555aceee931b8.png)
This is a 128x128 melee map designed for 1vs1 players. It is designed with the dungeon tile-set with a mix of ICC and Northrend Ice and Village brown paths. ( I used like 10,230 doodads).
I designed this map as a fire/ice theme.
I designed the map with a 1.26 version (I didn´t want to risk crashes and bugs with the 1.29 and more versions still being tested).
This is my entry for the contest ( maybe I will edit it to adjust something before time is out, like a bug if I detect something):
Melee Mapping Contest #2
Neutrals buildings and creeps
details
-6 gold mines:
gold in bases: 12500;
gold in first expanding: 12500 (orange creeps, level 14;
gold in second expanding: 15000 (red creeps, level 21).
- 2 goblin markets defended with level 16 orange creeps.
- 1 unguarded tavern in the center.
- 2 dungeon mercenary camps near base defended with a level 12 orange creep.
- 1 Lordaeron summer mercenary camp defended with a level 18 orange creep.
- 1 Outland/Black citadel mercenary camp defended with a level 17 orange creep.
- 1 marketplace and defended with a level 23 red creep.
- 1 mana fountain defended with a level 22 red creep
- 2 goblin labs defended with level 19 orange creeps.
Creeps amount
- 6 green creeps (3 per player),all defending nothing.
- 20 orange creeps (defending goblin labs, goblin markets, goldmines, mercenary camps, and some defending nothing.
- 4 Red creeps (2 in far goldmines; 1 in marketplace; 1 in mana fountain).
Strategy
display
Night elfs (tested by me):
1) Place the first age of war near the mercenary camp for AOW creeping, then leave it there to produce units.
2) Buy the burning archer.
3) Place the second age of war near the goblin market for AOW creeping, use a wisp to repair while combat.
4) Go for the goldmine and expand.
5) If you want to go to the goblin market before the the mercenary camp, it can be done safe, but I really sugest two wisp for repair the AOW or do it with 1 wisp but with micro manage eating trees (2 archers and the demon hunter hero).
Humans (tested by me):
1) With the barrack/ altar and farms you can wall one of the 3 paths.
2) Creep the goldmine (orange creep) with the paladin, 5 militia and 2 footman. Use holy light
Note: the creep has one unit level 3 melee with no skills, 1 burning archer with fire arrows, 1 cold archer with cold arrows, and 1 unit level 5 melee with evasion. The camp can be taken down with the units I said and no casualties, holy light and retreat units of course.
So humans can fast expand.
Undeads (tested by me):
1) There are critters: pinguins, rabbits, seals and rats (near the creeps) to use the rod of necromancy and rise undeads.
2) with 2 necrophages/ gouls , 1 hero (I used the death knight), and 1 rod of necromancy (used 1 time on critter and a second time by killing a murloc level 3) I took down the mercenary camp creeps with no casualties. (heal necrophages and retreat one of them).
Orcs:
1) Blade master with critical hit, 1-2 grunt and kill the main unit for items.
General strategy:
- Bases has 3 access points, and a wide safe area to build buildings.
- One of the 3 paths, (the path to the mercenary camp, is more near base) can be walled fast (start) with barrack/altar, farm/zigurat. NE can wall a bit later with hunter hall instead of Ancient of war.
- For orcs, humans and undeads, the saw mill, cementery, I advise it to put it back of the base to havervest wood better. Shops should be back too. (enemy tend to try to destroy the shop).
- First Expandings has 3 access points.
- Second expandings has 2 access points.
- Fast way to reach from one base to another is by the main diagonal path (tavern path).
- The mercenary camp near base allows to get units, but it is placed in a out-game area.
- Going to the first expansions allows to get near the goblin lab, wich is the only way to reach the marketplace (warden can`t teleport). The goblin lab creeps loot a potion of invisibility and it can be used to buy items in day time.
- Going to the second expansion allows to reach the mana fountain. The use will be more important at night until the red creep is killed.
- The tavern, marketplace, mana fountian and 2 mercenary camps are ment for competition.
- The scorpid orange creep camp loot sentry wards item with 100%, for temporally scout the paths/neutral buildings.
Fictional history
Mars Lighthouse is one of the 4 Lighthouses of the Golden Sun saga. Mars represents the element of fire. This Lighthouse is located in a cold region.
The town in the south-west region is called Prox, where fire adepts born.
The waterfalls in the north-west region represents the waterfalls of the end of the world.
golden sun saga
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145978-487bfa44ef4ac2d461a5e113c79c4fde.png)
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145979-a423191024adbb98716bf2c2766917d5.jpg)
![[IMG]](https://www.hiveworkshop.com/data/ratory-images/145/145977-6754fcfd25c37bec52ca7ae894c97694.jpg)
Imported material has been used, the credits are also inside the game as an informative quest (if the map is uploaded in others sites)
Changelog
show
Version 1.00 upload for the contest
Updated saturday 15-09-18, added doodads (trees), now 10,230
Updated sunday 16-09-18 fixed aggro in the lordaeron summer merc. camp (the one near the mana fountain), adjusted critters position.
Updated tuesday 18-09-18, I made a huge mistake with my creeps selection in the merc camp near the marketplace (had a bad feeling all this time with that camp), 2 void walkers level 6 with lighthining chain and frost armor are hard ones, I replaced 1 voidwalker with a 1 fire revanant level 3 with inmolation (= to level 1 inmolation of NE hero) and low HP, and 2 void phantoms level 1 with no skill. Creep level 17, now is more easy to camp.
Updated wednesday 19-09-18, my poison creep was hard for orcs. While with HU and NE I can heal myself with wells and the paladin, so it was ok. With orcs I got my grunts in bad shape and had to waste 200 gold to heal me. I had 2 scorpids level 4 with poison and shadow strike, changed the creep, now only 1 scorpid has poison and shadow strike. Creep level reduced from 12 to 11.
Updated thursday 20-09-18: added inside game screens showing play.
Changed the permanent level 3 loot of 4 creep camps. (to avoid the repetition of 2 rings of protection + 3 if someone goes for the two goblin markets in a row, while the other user goes for the goblin lab/marketplace).
V. 1.01
Changes here:
Mars Lighthouse 1.01
Credits
credits
Map made by Ragnaros17
Models credits (all from Hiveworkshop):
Anvil by Blood Raven
Barracks by Mike
Bell Tower by HerrDave
Blue Dragon Nexus by MatiS
ChaosCitadel by HappyTauren
Farms by Mike
FountainofAyleidWater by skrab
FrozenFountain by Elenai
Forge2V49 by Yayoi
Granary by Mike
Houses by Mike
Lava by HappyTauren
Marketplace by Mike
Round Log Pile by funkid2
Stables by Hayate and Mike
Stonemason by Mike
Watermill by Mike
Window02 by Tranquil
Contents