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Ruins of Gold'ul

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.

Ruins of Gold'ul


Description:
At the mysterious ruins of the South island, they will find the small ancient temple. Prepare to fight.


Features:
- 4 Gold Mines - 2 Main (14000g), 2 Expansions (12000g)
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 1 Tavern

- 4 Green Creep Camps
- 6 Orange Creep Camps
- 2 Red Creep Camps


Map Overview:
full


Changelog:
v1.0
- Map uploaded
v1.1
- Terrain, doodads, and creep camps improved (new map description, added more critters).
- Sea Elements camps are swapped from Jungle Stalkers camps (added new item Level 1 Power-up and replaced with Level 2 Permanent from charged item).
- Changed Stormreaver camps changed to Level 2 Charged.
- Jungle Stalkers' Level 3 item drops are half by half.
- Replaced Hydra camps with Sea Turtle camps (added Level 1 Permanent instead of a power-up item).
- The Tavern has moved to the forest from the small temple (and added one more).


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



Contents

Ruins of Gold'ul (Map)

Reviews
mafe
Another map, with the same positives and negatives as the other recent maps of yous. Visually the map looks somewhat bland in some places, overall it is not great, not terrible. In terms of gameplay, we have the same problems as before: 1. Misplaced...
deepstrasz
Set to Simple based on @Zucth and @mafe's reviews. 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 BB Codes | HIVE MELEE MAPS...
Level 27
Joined
Jan 4, 2020
Messages
384
From my quick look through.
1. Tree gaps still exist try to use hexagon tree line and connect them would be mine guide.
2. The walking pass will aggro most of the creep
3. Symmetrical I guess you already know about this from Mafe and Knecht.
4. Tree line to wall up and protect the base wouldn't work here either.
5. I wouldn't recommend that ramp around the middle tavern. It make the route even tighter than before, but I understand that it was for a visual.
6. Fast expo strategy wont be available here.
- I'm impress about how expo is used right here, a very interesting position, I might borrow this idea xD.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
866
Another map, with the same positives and negatives as the other recent maps of yous.
Visually the map looks somewhat bland in some places, overall it is not great, not terrible.

In terms of gameplay, we have the same problems as before:
1. Misplaced starting positions, bad main base layouts, trees too far away.
2. Mostly balanced creeps and items, with the following exceptions: The expansion should have some kind of antiair. Some itemdrops are borderline too weak, but are acceptable. The lvl 1 powerup from the 3-3-3 hydras definitely is too weak however.
3. Gaps between trees.
4. Creeps are in bad places where player units might run into them by accident.
5. The overall amount of creeps is better than on your other recent maps, but still there could be 1-2 more green or orange camps per player.

Once again, something needs to be done about the starting positions in particular. Updates with respect to the other issues would be nice too. Map set to Awaiting Update.
 
Me and my friend Kiku Wong (from Little Bill) did hard work! Will get a better review soon.
  • v1.1
  • Terrain, doodads, and creep camps improved (new map description, added more critters).
  • Sea Elements camps are swapped from Jungle Stalkers camps (added new item Level 1 Power-up and replaced with Level 2 Permanent from charged item).
  • Changed Stormreaver camps changed to Level 2 Charged.
  • Jungle Stalkers' Level 3 item drops are half by half.
  • Replaced Hydra camps with Sea Turtle camps (added Level 1 Permanent instead of a power-up item).
  • The Tavern has moved to the forest from the small temple (and added one more).
 
Level 27
Joined
Jan 4, 2020
Messages
384
I'm not the judge but just saying, I'm not gonna talk about anywhere near competitive scene. Just a reminder, if you feel like what I say is immoral feel free to ask staff to delete it.
-doodad gap look better, but still exist. just Ctrl+D and you will see what I was talking about.
-creep aggro just like before.
-tree too far away from base, bad treeline, not enough tree near main should have at least 160.
-not enough space around tavern/lab -> need at least 2x2 of nothingness.
-buildable area above cliff with lab ig, +that cliff unreachable via ground route.
-base feel like too far away from gm idk, might lead to 6 workers situation, haven't test yet.
 

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,941
Set to Simple based on @Zucth and @mafe's reviews.


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
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
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