• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Retro Ruins

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.

Retro Ruins
by AGKRegal102



Description:
There was almost a small city built twenty years ago in this natural area. Bringing back your old resources is possible in the small ruins.



Features:
- 4 Gold Mines - 2 Main (14000g), 2 Expansions (12500g)
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 1 Fountain of Health
- 1 Fountain of Mana
- 1 Tavern
- 6 Green Creep Camps
- 10 Orange Creep Camps
- 2 Red Creep Camps



Map Overview:

full



Changelog:
v1.0
- Map uploaded
v1.1:
- Changed terrain for Tavern from shallow water to the ground.


Videos:


Author Notes:
If you have questions, suggestions or criticisms, just leave your comments below!
Contents

Retro Ruins (Map)

Reviews
Remixer
Review - Retro Ruins (Version June 16th 2023) Synopsis: Retro Ruins is a two-player melee map featuring the beautiful Sunken Ruins tileset. The map is divided vertically, but the opposing players are matched against one another along the vertical...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Review - Retro Ruins
(Version June 16th 2023)
Synopsis: Retro Ruins is a two-player melee map featuring the beautiful Sunken Ruins tileset. The map is divided vertically, but the opposing players are matched against one another along the vertical axis, creating an interesting setup for the gameplay. Currently, the map has melee-altering flaws and thus doesn't meet standard melee criteria.
Map Aesthetics: Sunken Ruins is a lovely tileset. The map's tile usage is acceptable, though it could be enhanced by more height variation of the ground, giving it a more dynamic and natural style. Visually the playable areas are quite clear though in a lot of places there could be more visual elements to enhance the aesthetics. However, there are a lot of areas (on top of cliffs) that should be unwalkable, try to fix these, as well as the typical gaps between trees.
Map Layout: The layout is interesting, with the vertical division by the water becoming less important as the players' expansions are placed on the other side of the water, making the strategic plays occur on the vertical axis instead. The Goblin Merchant has a quite strange placement, far away from the bases, close to the expansions on the enemy side, giving the aggressor quite a big angle to attack from while the option to retreat to the Merchant remains valid. The Fountains are not equally fair. Some passages on the map have quite narrow chokepoints.
Neutral Objectives: Creep camps seem to be placed appropriately, with the turtle camps making an exception to this, blocking the pathways seemingly unnecessarily - its placement may lead to a scenario where a player army accidentally paths across it. Still, it's quite secluded and players don't have to encounter it. The Level 9 Green Camp should drop at least Level 2 Power Up instead of Level 1. The Level 10 Orange Camp could drop something better than just Level 2 Power Up. The Expansion Camps are leaning on the hard side and could be toned down a little (Level 24 Camp on an expansion is tough on 1v1 map), the item drop is also quite weak. The Goblin Merchant Camps could drop a Power Up book in addition to their Permanent drop. Note that Fountain of Mana is not equal to Fountain of Health and I'd recommend perhaps thinking whether you want them in such central locations in the first place - having both on the same map is not usually a very good decision.
Map Gameplay: The gameplay is bothered by the gaps between the trees and on the hilltops. This needs to be fixed. The item drops, while not perfect, are on an acceptable level, though could be improved to balance out the power level of the camps. The Expansion Camp is very tough to fight and consists of only melee units, making it cheesable with flying units (only to fight a summoned water elemental), yet it's not the biggest issue on the map. The aggressor on the map has an advantage due to the placement of Tavern and Goblin Merchant behind them, allowing for a safe retreat while the defender will struggle to access the key objectives of the map - this can play out well or poorly, hard to say. Considering the main bases are rather close to the expansions, in the corners, this may create quite an oppressive gameplay style.

Recommendations:
Fix the gaps between the trees and hilltops.
Fix the distance of the Starting Locations (they are way too far away from the Gold Mines).
Fix the item drops in the camps mentioned.

See other comments and make adjustments where you so desire.
 
Top