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Spider Eyes 1.0

"A city built by Nerubians, with sentries installed to watch the old passages. Eventually this land will be under the control of the Lich King."

This is a 4v4 map with 4 general paths to cross to the enemy side. These paths all have a green sentry ward camp near the center that can be defeated to gain a sentry ward that observes the area. In terms of player layout, one player is positioned a bit more forward than their teammates, a sort of 'flank' position. This player is likely to bear more frequent attacks. The team should determine which tactics they should use to defend their flank player, who should expand where, and which bases are important to secure.


1.1 Update notes:

Reorganized the orange gold mines near the center guarded by Tuskarr. This camp was moved further away from the nearby Arachnathid gold mine, so now the Tuskarr should not attack when trying to expand at the Arachnathid gold mine.



Map Contents:

8 Level 6 Green camps, consisting of 1 level 4 Ice Troll Berserker and 1 Level 2 Ice Troll Priest. Drops 1 Level 1 Permanent.

8 Level 9 Green camps, consisting of 1 level 4 Giant Spider, 1 level 3 Nerubian Warrior, and 2 level 1 Spiderlings. Drops level 2 Permanent.

2 Level 10 Green camps, consisting of 1 Level 4 Giant Spider, 1 Level 3 Nerubian Warrior, 1 Level 3 Spitting Spider, and 1 level 0 Sentry Ward. Drops 1 Level 2 Charged, 1 Level 1 Power Up, and a Rune of Rebirth (Sentry Ward).

2 Level 10 Green camps, consisting of 1 Level 6 Polar Furbolg Tracker, 1 Level 4 Polar Furbolg, and 1 level 0 Sentry Ward. Drops 1 Level 2 Charged, 1 Level 1 Power Up, and a Rune of Rebirth (Sentry Ward).

8 Level 15 Orange camps, consisting of 1 Level 5 Overlord Arachnathid, 1 Level 4 Arachnathid Earth-borer, 1 Level 3 Warrior Arachnathid, 1 Level 1 Crystal Arachnathid, and 2 Level 1 Barbed Arachnathids. Drops 1 Level 3 Charged, and 1 Level 2 Power Up. Guards 'Natural' Gold Mines (12500 gold)

4 Level 16 Orange camps, consisting of 2 Level 4 Tuskarr Trappers, 2 Level 3 Tuskarr Healers, and 1 Level 2 Tuskarr Fighter. Drops 1 Level 3 Permanent, and 1 Level 1 Power Up. Guards Goblin Merchant.

2 Level 18 Orange camps, consisting of 1 Level 4 Ice Troll High Priest, 1 Level 4 Ice Troll Berserker, 2 Level 3 Ice Troll Trappers, 1 Level 2 Ice Troll Priest, and 1 Level 2 Ice Troll. Drops 1 Level 4 Charged, and 1 Level 2 Power Up. Guards 'Central' Gold Mines (12500 gold).

2 Level 18 Orange camps, consisting of 1 Level 6 Ice Troll Warlord, 1 Level 4 Ice Troll Berserker, 2 Level 2 Ice Troll Priests, and 2 Level 2 Frost Wolves. Drops 1 Level 4 Charged, and 1 Level 1 Power Up. Guards Mercenary Camp (Icecrown Glacier)

2 Level 18 Orange camps, consisting of 1 Level 8 Faceless One Terror, 2 Level 4 Unbroken Ragers, and 1 Level 2 Unbroken Darkhunter. Drops 1 Level 4 Permanent, and 2 Level 1 Power Ups. Guards Goblin Observatory.

2 Level 19 Orange camps, consisting of 1 Level 7 Tuskarr Chieftain, 1 Level 4 Tuskarr Trapper, 2 Level 3 Tuskarr Healers, and 1 Level 2 Tuskarr Fighter. Drops 1 Level 4 Permanent, and 1 Level 2 Power Up. Guards 'edge' Gold Mines (12500 gold).

8 Level 21 Red camps, consisting of 1 Level 8 Blue Dragonspawn Overseer, 1 Level 4 Blue Dragonspawn Apprentice, 1 Level 3 Blue Dragonspawn Meddler, and 2 Level 3 Ice Troll Trappers. Drops 1 Level 5 Charged, and 1 Level 1 Power Up. Guards starting Gold Mines (12500 gold). These camps will not be present in a full lobby.

2 Level 22 Red camps, consisting of 1 Level 7 Nerubian Queen, 1 Level 5 Nerubian Seer, 1 Level 3 Nerubian Seer, and 7 Level 1 Spiderlings. Drops 1 Level 5 Charged, and 1 Level 2 Power Up. Guards Marketplace.

2 Level 22 Red camps, consisting of 1 Level 8 Magnataur Reaver, 1 Level 5 Icetusk Mammoth, 1 Level 3 Mammoth, and 2 Level 3 Ice Troll Trappers. Drops 1 Level 5 Permanent, and 1 Level 2 Power Up.
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Contents

Spider Eyes 1.1 (Map)

Reviews
deepstrasz
Problem with such maps is that we need inbuilt game code to not make the enemy spawn near you if you don't play in teams. Getting a +4 ring of protection item from a green camp, is quite too much I'd say, especially for Blademasters. You can find one...
Level 6
Joined
Sep 26, 2019
Messages
21
building some towers on my expo and got attacked by the creeps on the other expo lol.
need to put them on camp and leave only 1 in normal sight at the oposite side.
Dear Mint,

Thanks for testing! I will make edits based on your suggestions, then upload the new version here soon. That picture helps me see where the area of interest to change.

I'll probably spend more time in the editor this upcoming weekend.

Thanks
 
Level 6
Joined
Sep 26, 2019
Messages
21
building some towers on my expo and got attacked by the creeps on the other expo lol.
need to put them on camp and leave only 1 in normal sight at the oposite side.
Dear Mint,

Thanks for testing! I will make edits based on your suggestions, then upload the new version here soon. That picture helps me see where the area of interest to change.

I'll probably spend more time in the editor this upcoming weekend.

Thanks

Reorganized the Tuskar Camp by moving the gold mine further away from the Arachnathid, and placed a tree wall between those mines. It is now possible to build towers near the Arachnathid gold mine without being attacked by the Tuskarr.

This new map is called version 1.1
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,258
Problem with such maps is that we need inbuilt game code to not make the enemy spawn near you if you don't play in teams.

Getting a +4 ring of protection item from a green camp, is quite too much I'd say, especially for Blademasters. You can find one after the other.
Somewhat nice touch with the high terrain/ramp up to neutral hostile camps although can be annoying for night elves since they use ranged units first.

It's a decent map, kind of flat and repetitive though.

Approved.


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