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Santuary of Darkness

(4) Sanctuary of Darkness

*Description*
The Sanctuary of Darkness is found somewhere in the Ghostlands. It was once a powerful magic city, like Dalaran, but the Scourge consumed it and turned it into a place of darkness and nightmares.


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Structures:
16x Gold mines (4 per player)
1x Ancient Fountain (Middle) (Restores both HP and Mana)
2x Goblin Labs
4x Fountain of Mana
4x Goblin Merchants
4x Taverns
4x Waygates
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Creep Camps:
16x Green Creep Camps
14x Orange Creep Camps (+4 at Player Bases)
9x Red Creep Camps
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[1.2 - Oct. 12 2013]
* Several creep camps fixed and changed.
* Made starting area bigger.
* Added more trees and made forests denser at places.

[1.1 - Oct. 8, 2013]
* Minor terrain fixes and improvements.
___
[1.0 - Oct. 7, 2013]
* Uploaded




Keywords:
Melee, Strategy, Dalaran, City, Cityscape, Dalaran Ruins, Ruined, Undead, Scourge
Contents

Santuary of Darkness (Map)

Reviews
Orcnet18:48, 14th Oct 2013700 Sanctuary of Darkness (Tested Version 1.2) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet18:48, 14th Oct 2013

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Sanctuary of Darkness (Tested Version 1.2)


Rate
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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Starting location needs some more additional space due to reaching tier 2 or structure expanding. The tavern area near the player locations is a good ordeal for it, still giving that area some natural defense for the player to hold on will come in handy so give it some e.g rock formations, debris etc.

Creep difficulty is fair for the 4 player alignment, the idea of using Undead units as proposing creep camps is a good choice, even though it is a good addition the output for it turns them as quick direction point for players to take out quickly."


Terrain

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"The terrain is very atmospheric, if I could say the theme is more of a presently attacked city rather than a decent realm for a ruin city. I can't say much more about this but if your planning to make it an old already attacked city do remove all of the fires present on the destroyed city buildings and replace the water fountains with the ruined one, that way its more fitting for a 'realm of darkness'."

Management

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"Overall map can be useful, went well for a 4 player map, can be fit for both free for all and team based games."

Total Score: (Gameplay[x/5] + Terrain[x/5] + Management[x/5] / Total Score[15] * 50 + 50)


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9/1580%C
 
Looks good! I like that you made sure to label the *description*. Melee doesn't need much for a description to be approved. Some people like to see a neutral building count but I don't think its mandatory. I really like the them and layout, I think you did really well. The color scheme is nice and the doodads are well chosen, good tiles, whats not to like?
4/5 +rep.
 
Level 30
Joined
Jul 31, 2010
Messages
5,259
Player starting locations are very small, it can only fit a few structures and gives you a bad advantage in protecting the base(e.g siege, AoE spells). Most of the creep camps are not target acquisition ranged by the camp option which will lead them stuck when chasing enemy units. The middle expansion sites are the top of the food chain or other words the most easiest way to get gold mines quickly, that is a bad idea especially using heroes as neutral hostile units its like giving players a quick boost of EXP points.

Same goes with the waygates, I am not accurate on how waygates are meant to be placed but placing neutral creeps from side to side is also a bad idea, players that has enough bolstered forces in play can just go straight on that region then lure the others on the other side of the waygate, not a fair game to be made.

Other words, the map is lacking balance game, though the terrain value is fairly made I suggest you follow all of my revision and do something about it. Then I'll reset my rating and hopefully approve.
 
Player starting locations are very small, it can only fit a few structures and gives you a bad advantage in protecting the base(e.g siege, AoE spells). Most of the creep camps are not target acquisition ranged by the camp option which will lead them stuck when chasing enemy units. The middle expansion sites are the top of the food chain or other words the most easiest way to get gold mines quickly, that is a bad idea especially using heroes as neutral hostile units its like giving players a quick boost of EXP points.

Same goes with the waygates, I am not accurate on how waygates are meant to be placed but placing neutral creeps from side to side is also a bad idea, players that has enough bolstered forces in play can just go straight on that region then lure the others on the other side of the waygate, not a fair game to be made.

Other words, the map is lacking balance game, though the terrain value is fairly made I suggest you follow all of my revision and do something about it. Then I'll reset my rating and hopefully approve.
It shall be done, great one :D
Any idea what i can do about those waygates?
The rest are easily fixable, i was just trying to add some new elements to the melee gameplay... guess i failed :D
 
Just remove the creeps in the waygate buildings it should be fine like all regular melee maps do.

Failing something is normal, like what they say: "Failure is a delayed success" :thumbs_up:
Fixed all the things you mentoined (i don't think the creeps in the middle need camp range though)
Also i moved the bandits to guard the books only, so now the waygate is unguarded, but there still are some mobs around :p
Anything else?
 
You added hostile towers in the middle, not a good way for a melee for now remove it. And you forgot to target acquisition range the creeps on the player's starting locations, and that's the last of it so I can now start re-rating.
There we go. The trick with hostile buildings worked well in one of my other maps.. not here i guess :p
Edit: Guess i should update the overview pic, huh? :D
 
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