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Taken City

Submitted by DuckDuckGoose
This bundle is marked as pending. It has not been reviewed by a staff member yet.
The city is in the middle of a war between 2 gangs, the barbarous bandit with their ferocious beast and malevolent mages with their army of skeletons. It's up to you to stop them and take the city.

Creep Camps:

- 8 * Lv 5
- 8 * Lv 9
- 4 * Lv 15
- 8 * Lv 16
- 6 * Lv 18
- 12 * Lv 19
- 2 * Lv 33
Total number of camps: 48


Neutral Buildings:

- 2 Mercenary Camps (Cityscape)
- 2 Goblin Item Shops
- 2 Taverns
- 2 Marketplaces
- 20 Gold mines
- 8 starter Gold Mines. (12500)
- 8 in the middle. (15000)
- 4 in the corners. (8000)​


Features:

- There are 2 Marketplaces in both corners guarded by red camp who's boss drops a level 5 permanent item.
- All teammates start really close to each other and uphill making it easy to defend.
- The corner gold mines are easier to defend but have less gold.
- The middle gold mines only have trees to act as wall. This makes these harder to defend.
- In the south west corner, we have the bandits accompanied by their domesticated wolves and dragons
- In the north est corner, there are the mages with orc and archer skeletons.


General Strategies:

It is very easy to defend your starting base but if you stay entrenched then the opposite team will be able to take advantage of the marketplaces and the goldmines who are otherwise hard to defend. This map encourages aggressiveness as it is important to prevent the opponent from gaining permanent ground outside of their starting area.


Change Log:

Changed amount of gold in gold mines

13/01/2019
Added doodads and added dirt to bandit side
Remove ramp for bandit camp and widen streets of the residential area

Post Contest:

19/01/2019
added trees on the northern walls
Terraing:
added energy fields doodads (sightly elevates terrain)
Tileset changes
center grass areas are now small hills
'damaged' roads south west have negative indents
26/01/2019
added buildable terrain near shops for NEs
replaced dragon whelps at expansion GM with rogue
Increased northern wall to prevent mortar teams for wiping most of the camp
removed taverns near starting base and moved it to the middle.
Removed middle creep camp
Increased map size
Moved surrounding middle camp into small coves and wont block pathing anymore
lowered starting base to make it less easy to defend



Created for the 3rd Melee Mapping Contest.

Please leave a review so that I may improve. Thank You.
Contents

Taken City (Map)

  1. JaleVeliki

    JaleVeliki

    Joined:
    Sep 4, 2018
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    You need to enable 8 players (put Controller: User on all 8 slots), this is a 1 player map for now.
     
  2. Ragnaros17

    Ragnaros17

    Joined:
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    upload_2019-1-12_18-54-57.png

    yup thats important

    use the edit botton to edit this thread and re-upload the map with the changes.
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
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    Well, the non-melee icon is the one you encircled with green.
     
  4. Ragnaros17

    Ragnaros17

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    But it is to show the difference between 8 and 1 as JakeVeliki posted, don´t care now about the color of the cogs.
     
  5. deepstrasz

    deepstrasz

    Map Reviewer

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    Sorry. Didn't realize it showed 1 when it's an 8 player map.
     
  6. DuckDuckGoose

    DuckDuckGoose

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    Saw the mistake and corrected it. Thanks for notifying me.
     
  7. Alxen345

    Alxen345

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    Aeon of Strife tag? In a melee map? Remove it since it does not suit that type of gamestyle. Let it only melee.
     
  8. DuckDuckGoose

    DuckDuckGoose

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    Dont know how that got there
     
  9. Alxen345

    Alxen345

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    Now it's alright. I like how the map is designed. Saw the screenshots as well. Will check it out tomorrow. :)
     
  10. JaleVeliki

    JaleVeliki

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    If the 4 players so close won't work or will be broken, you can always transform this map into 2v2, I think it has epic 2v2 potential (if you spread players a bit and reduce number of expos)!

    I usually look at the mapmaker, and less the map. Please continue making maps, I see potential.
     
  11. DuckDuckGoose

    DuckDuckGoose

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    I've received a lot of feedback and have a lot of changes to do. I would like to try and keep it as a 4v4 map as it was the point of the competition by separating the starting positions to 2 by 2 but if I cant manage to do that in a satiable way I'll try 2v2.

    Thanks for the feedback
     
  12. deepstrasz

    deepstrasz

    Map Reviewer

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    Why are there two files? Are they different in a meaningful way? If not, please leave only one.
     
  13. XanderD

    XanderD

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    Aug 7, 2015
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