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Mirage Cave

Submitted by Folderz
This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
Map made for Hive Workshop Cup Melee Mapping Contest

Description:

Mysterious realm of uncertainty. Cave that seems like dream but the fight is real. This is where sleeping waters are sparkling magic.

Strategy: You can go for gold mine straightaway and ding level 2 Hero without green camps for fast expansion style. Expansion mines are almost the same distances away from the players so you can use either one. There are many routes to enemy main base but expansion mines are well covered in trees both sides of the mine. Better catapult the narrow line of trees if defenses are too great. Mercenary camp sells Kobold Geomancer with Slow and Abolish Magic. Slow the enemy Hero and go for the kill or use Abolish Magic to counter enemys slow spell.

Map size:
Playable 148x94
Full 160x128

Mirage Cave

1v1 melee map
4 gold mines
13k gold in each mine
2 Goblin Merchants
2 Mercenary Camps
1 Tavern

6 Green creep camps
8 Orange creep camps
2 Red creep camps


Images:
[​IMG]
For Human balance expansion mines far off from bases are fairly easy to conquer so they're fine for milita.
[​IMG]
[​IMG]
[​IMG]
[​IMG]
Underground Mercenary camp
Burning Archer: 225 gold, 25 wood, 2 food, ability: Searing Arrows
Wildkin: 195 gold, 3 food
Kobold Geomancer: 255 gold, 30 wood, 2 food, abilities: Slow & Abolish Magic

October 2nd
-lvl 7 green camp creeps changed to trolls
-Wand of lightning shield doesn't drop from troll camp
-lvl 16 Shop camp creeps changed to murguls
-lvl 16 shop camp drops lvl 3 charged item not lvl 4
-lvl 19 orange camp changed to maiden of pains and voidwalkers
-widened couple paths around map
-made shop area more open
-reduced some noisy texture in walking areas

October 5th
-lvl 19 orange creep camp now lvl 20 red camp. Removed silence maiden
-lvl 8 green camp now lvl 7. Removed blizzard revenant
-green troll camp is increased to level 8 and drops perma lvl 2 instead of charged lvl 2
-lvl 1 powerups and lvl 2 permas now drop from orange goldmine and slime camps.
-widened little bit couple areas

Reviews are welcome. Please enjoy this dreamy map.
Contents

Mirage Cave (Map)

Reviews
Nudl9
1# Purpleish water + energy combo is pretty cool. 2# Try dark magenta fog, could work here. 3# Open shop camp, seems fun to play here. 4# Change shop camp drop to perma4+powerup1 or charged3+powerup1. Charged4 is very strong. This camp is also nasty...
mafe
I have to say I'm pleasantly surprised by this map. Normally when I see such an unusual design, I'm prejudiced and expect that the mapmaker put style over substance, but this does not seem to be the case here. But the majority of gameplay aspects are...
  1. WolfFarkas

    WolfFarkas

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    hey nice map,

    upload_2019-10-1_12-38-24.png

    can I use this type of organization in my description??. I like to take a lot of screens but then, it gets very disorder and chaotic.
     
  2. Folderz

    Folderz

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    Thanks

    Sure buddy you can copy this format and just for tip upload your map pictures to hive album and link pics from there for nice and secure display
     
  3. Nudl9

    Nudl9

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    1# Purpleish water + energy combo is pretty cool.
    2# Try dark magenta fog, could work here.
    3# Open shop camp, seems fun to play here.
    4# Change shop camp drop to perma4+powerup1 or charged3+powerup1. Charged4 is very strong. This camp is also nasty for humans since they get casters + the nova. Used something more standard.
    5# Merc camp is pretty noisey in term of textures.
    6# Natural expansion is too far away for HU to milita creep it. It's also a little too easy to creep. (Unless this was intentional to compensate for no milita)
    7# Just don't use Murloc Plaguebearer creeps, they are very very nasty and deals tons of damage. Not good for balance.
    8# Murloc Flesheaters are also a bit ehh, Cannibalize makes it so that they take ages to kill. Very annoying. Just murguls or murlocs instead.
    9# It will be hard to expand because gold mines are located between both players. This is generally bad for HU balance.
    10# Salamanders are also bad for balance. Immolation bad for HU. Creeps with Mana Burn is universally hated.
    11# Consider replacing some of the creeps with the purple ashenvale trolls.
    12# Try to steer away from Lava Cracks and Brick textures where there are units or where players will play. Noisey textures make it harder to identify unit silhouettes.
    13# Overall i like the red vs blue theme.
    14# Tree pathing is filled, excellent.
    15# I recommend variating more with having some large open spaces. At the moment most paths have the same width in space. This puts more importance on where you fight.
     
  4. Folderz

    Folderz

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    Very good and helpful feedback. I will work on every point you mentioned expect the expansion gold mine positioning and gold mine creeps. That is because I hope that expansions are fast and easy for everyone and you cannot really say which mine enemy chooses. But I might even change my mind on that if more people agree with you. Thanks

    Edit: Map updated
     
    Last edited: Oct 2, 2019
  5. Mr.Henci

    Mr.Henci

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    I really like the idea behind terrain here, good job on that. My only bigger problem would be narrow corridors which might cause bigger armies to block each other out. Also, there is no "natural" gold mine expansion since both of the players are nearly the same distance from both gold mines. This could mean rather hard expanding for some races. Nice visuals though, I really enjoy it.
     
  6. Folderz

    Folderz

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    I hope the gold mine positioning helps to make games faster so big armies wont cause problems. We'll see how it plays out. Visuals are important for me so it's good to know this double color theme works in some way. Thanks and btw nice profile pic you got there
     
  7. mafe

    mafe

    Map Reviewer

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    I have to say I'm pleasantly surprised by this map. Normally when I see such an unusual design, I'm prejudiced and expect that the mapmaker put style over substance, but this does not seem to be the case here. But the majority of gameplay aspects are good. I still have a few complaints however:
    -Why are the creeps at the shops and merc camps not on camp stance? Given therir positioning, it isnt necessary, but it could be a cause of irritation for players.
    -The main gold mines are very open. It will be difficult to wall for players, which is standard in many 1v1 matchups.
    -Getting "just" a lvl 4 item from the red camps seems a little underwhelming, maybe add a tome.
    -The expansions seem hard to defend. This could be a problem in the ud vs hu matchup (well, it surely would have been in previous patches). Also it makes expanding a less attractive strategy in general, which I do not see as an upside.
    -There should be a critter around the skeletons which dont leave corpses behind.
    -Some areas of the map look as there were creeps there in earlier versions?
    -I also see the narrow corridors as a potential issue.

    The style of the map is very well done. And I also like the selection of creeps. Itemdrops are mostly good.
    I cant point out a feature that absolutely needs fixing, but there seem to be a few "quick wins", which I'd like to see changed before approving the map. Changing the stuff requiring more time to fix (corridors, possible relocation of expansions) isnt necessary, but it might be a good idea nevertheless. Therefore I'm setting the map to Awaiting Update.