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Underground Rivals

StoPCampinGn00b Presents, My First Uploaded Map,

Underground Rivals Melee

Long ago, two armies marched and clashed in these underground paths. All that were left were the living dead and ghosts to haunt travelers. Two armies will once meet again, only to be crushed by the dead in the ice arena.

This is a 1v1 melee map created by myself, StoPCampinGn00b.

NOTE: Testing if map gets bumped, nothing new is added. Also, this map is terrible.

It features way gates that cross over to the other side of the map, and way gates the cross over vertically. The map has 5 pathways horizontally to the other side of the map but its not easy to travel across, slash through the creeps and the environment.

It has a large number of creeps in the middle, and the others spread out around the map. The base size is not to small or big, but the expansion size is small. The starting bases has 2 exits, but you can chop trees down to have 3 exits. Use the portals to take advantage of the enemy. It would be better to play against a user, but AI will work in this melee map.

The strategy to win is to take control of the paths of the enemy and use them to your advantage.
Number of:

Gold mines: 4, expansions 2
Hero Taverns: 2
Goblin Merchants: 2
Fountain of Manas: 2
Fountain of Life: 1
Way Gates: 6
Green Creep Camps: 8, technically 10 but 2 are apart of a red camp
Orange Creep Camps: 4
Red Creep Camps: 3



Changelog:

v.7 Uploaded
v.7.5 Description Changes
v.9
-Terrain changes
-Item table changes (more items to make the game interesting)
-Creep changes
-Doodad placement
-Few decorations
-Neutral building placement
-Few description changes

Special thanks to MushiKeewi for map testing and ideas. This map is not protected.

Keywords:
Melee, Underground, Stopcampingn00b, portals, Warcraft, Standard, Ladder, Rivals, Underground Rivals, WC3, MushiKeewi, 1v1, Original, Begginer, First
Contents

Underground Rivals (Map)

Reviews
17:50, 11th May 2013 Orcnet: sonofjay's review:

Moderator

M

Moderator

17:50, 11th May 2013
Orcnet: sonofjay's review:
sonofjay;2335324 said:
Well here is something you don't see everyday. For some reason the Underground theme melee is so rare but of coarse there are some god damn reason about it.

But lets go to your map. Overall the terrain layout is just simply creative with routes leading to dead ends but the way gates makes this dead end strategically important. The terrain, to be blunt, is sub-par, if a place is not empty, its just full of spammed trees, rocks and some other doodad that are all badly placed and just look unnatural. Also instead of placing the two taverns near the players base just put one tavern in the middle. About the camp drops, I actually prefer the default item table than the two table you made since the default one offer more item variations.

On its current state, it is acceptable(but most likely with a low rating) due to the fact that the terrain layout offers many strategical point that melee players will surely love, you just need to improve the terrain by placing doodads and tileset properly and some stuffs I mentioned above.
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
Well here is something you don't see everyday. For some reason the Underground theme melee is so rare but of coarse there are some god damn reason about it.

But lets go to your map. Overall the terrain layout is just simply creative with routes leading to dead ends but the way gates makes this dead end strategically important. The terrain, to be blunt, is sub-par, if a place is not empty, its just full of spammed trees, rocks and some other doodad that are all badly placed and just look unnatural. Also instead of placing the two taverns near the players base just put one tavern in the middle. About the camp drops, I actually prefer the default item table than the two table you made since the default one offer more item variations.

On its current state, it is acceptable(but most likely with a low rating) due to the fact that the terrain layout offers many strategical point that melee players will surely love, you just need to improve the terrain by placing doodads and tileset properly and some stuffs I mentioned above.
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
maybe there are too many way gates in this game

When you mean destructable gates, I have none due to the AI not being able to destroy gates.

But if you are referring to waygates, yes there are a larger amount for a 1v1 map. Although SoJ said dead ends and waygates are essential, that is partially true. Way gates are the easiest way across in the beggining. The dead ends arent dead ends, they can be an easier route to your enemy.
 
Level 4
Joined
Jun 8, 2014
Messages
53
Yeah well, The Map deserves 4.5. it fulfills all the playing requirements of a melee map It was underground warcraft melee map, new and fun to play one on one.the doodad placement was scrambled at some places other than that you have managed to make good melee map.
 
Here are some screenshots if ok
 

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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
A quite impressive melee map.

Maybe, minor things:
-terrain is pretty flat
-some creeps are wrongly placed: the Kobolds in the north near the Mana Fountain (for example)
-spikes can be attacked
-there's a narrow place near the Wildkins, through where workers and small units may pass (not sure if intended or not)
-the Wildkin boss (south) and the Golem boss (middle) dropped a Glyph of Omniscience (that reveals the whole map; too advantageous; change it with a Watcher Ward)
-the Fountain of Health will give a great advantage to those whom will train biological aerial units

-somehow it feels like a Counter-Strike map. It's pretty innovative with those long lanes, that ziggurat shape and those Way Gates (especially for rush tactics; the Way Gates that almost directly lead to Gold Mines, ruin the idea of having to cut the trees to reach them, but not for night elves)
-I don't think Goblin Observatories is a good idea for this map (it cuts the surprise element out). I'd replace them with either Mercenary Camps (because of the quick need for units to face the Neutral Hostile creeps that mostly block paths; that means their location should also be nigher to the players or at least to the expansion sites) or Merchant Shops

It seems, it's your only map too.
 
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