Ring of Fire
Created by normalice
Map Info:
A symmetric map designed primarily for 4-player FFA, but (probably) works for 2v2 as well. Might be a bit big for 1v1.
Neutral Buildings:
-Starting gold mines (4) have 14k gold each.
-Expansion mines (16) have 7k gold each.
-One Tavern (middle)
-Two goblin shops (north-south middle)
-Two goblin observatories (east-west middle)
-Four fountains of health (counter clockwise from starting locations).
-Four marketplaces (clockwise from starting locations).
Creeps:
-8 Red camps (plus four at starting locations) at perimeter expansions.
-16 Orange camps guarding all neutral buildings and some floaters on the perimeter
-8 green camps guarding inner expansions.
Drops:
-Closest natural expansion creeps drop a level 1 permanent item. This is because they are easy creeps guarding something just about everyone is going to get, so this drop is the least useful.
-Innermost natural expansion creeps drop a level 1 power up. A slight increase in item quality over the outer natural expansion drops, as the creeps are slightly more difficult and the location is slightly less appealing.
-Observatory creeps drop a level 2 permanent item. Observatories are critical in an FFA game, so the drop reward is minimized, only perhaps slightly less useful than the creep difficulty would demand.
-Shop creeps drop a level 3 charged item. While useful, such items are only useful once. However, the shop is also a useful neutral building, so, again, clearing the creeps is its own reward.
-Fountain creeps drop a level 4 charged item. This matches creep difficulty and results in items that fit the purpose of the fountain anyway.
-Market creeps drop a level 4 permanent item. These are useful items for all, and obtaining them adds them to the pool of items available to the market.
-Starting location creeps drop a level 6 permanent item. Again, this is not really suited for a 1v1, but in such a case, the level 6 permanent items are as important as getting an expansion up in the unused starting location. Dragons guard them, however, so a fast expansion is not possible.
-The perimeter orange creep camps drop a level 5 permanent item. This is a bit too good of an item for their difficulty, but they require a zeppelin to reach them. The item is made 'too good' to encourage people to get a zeppelin.
-The perimeter gold mine guards clockwise from the starting locations drop a level 5 charged item, and the gold mine guards counter clockwise drop a level 6 charged item. The counter clockwise creeps are slightly more difficult. The use of charged items instead of permanent gets them into the market for single use. There is a lot of gold out there, so burning through market purchases is intended to be a major factor of this map, and charged items are the best way to do that.
Screenshots:
Coming Soon...
Other work:
Pack