Last Refuge

From Liquipedia Warcraft Wiki
[e][h]Last Refuge
Map Information
Lordaeron Summer
Spawn Positions:
2, at 1, 7
1.3, 1.4, 1.5
Competition Span:
march 2010 - present
Mercenary Camps:


Last Refuge is a two player map created by OmGan.
The Hinterlan or The Hinterlands was the previous name of the map.

Official Map Description[edit]

The Global Warming cannot be stopped and the last survivors turnout back to the upper Lands behind. Now, even the last dry lands are flooding and the last remainings are fighting for it.

Notable Features[edit]

  • The Goblin Merchant camps in the center line can drop Potion of Greater Mana or Potion of Greater Healing sometimes, making it a valuable camp to steal from the opponent.
  • Shallow water covering the center and the narrow pathing make it difficult to tower rush, tower creep, or proxy rush.
  • The Goblin Laboratory on the upper right can be cheesed by building 4-5 towers on the cliff. For some reason this does not wake up the creeps.

Creep Routes[edit]

For level 3 one can creep as follows:

  • The Gold Mine, Gnoll Camp, and any two of the three green camps.
  • The three green camps plus the Gold Mine.
  • The green Ogre Camp, the Mercenary Camp, and the Gold Mine.
  • The Goblin Merchant and any two of the three green camps.


vs. vs. vs. vs. vs. vs. Mirrors
Map#Σ %Σ %Σ %Σ %Σ %Σ %
Last Refuge12986182893389551.0 %161488672854.9 %122750372441.0 %1923108384056.3 %129660269446.5 %22281046118246.9 %689972380829

Version History[edit]

Version 1.5[1][edit]

  • Removed wisp spots around main bases that were unintentionally introduced with v1.4.
  • NE players can now do a more forward wall-off.
  • The bottom mercenary camp is no longer unintentionally aggroed by passing units.
  • Placing wisps at the goblin laboratory no longer pulls Murlocs.

Version 1.4[3][edit]

  • Cleared up doodads' placement near several creepcamps, in particular the green camps. The goal was to remove small gaps where only units like footmen can pass through, and to make some of the creeps more easily reachable by melee units.
  • Moved the merc camps slightly outwards, to make it harder to pull into other camps and lessen the chance of the mud golem accidentally casting slow. Changed types of nearby trees and added some doodads to make it clear the surrounding area was changed.
  • Repositioned some critters, added a critter "behind" the western shop, so that the critters spawns are now symmetric and critters are less likely to run into creepcamps.
  • Swapped lvl 2 troll and lvl 3 trapper position at the southern lvl 2 charged camp. Redesigned layout of this camp.
  • Changed layout of the lvl 1 permanent murloc camps and moved them slightly, to make it harder to pull these creeps into nearby other camps.
  • Added more buildable terrain near the southern natural expansion, so that the building placement options are less asymmetric.
  • Also moved the southern natural expansion slighty further towards the east, so that its location/distance relative to other places of interest is more similar to the natural expansion in the north.
  • Several minor terrain updates in various places around the map, mostly with the goal of making the map more symmetric.
  • Changed the terrain leading to the northwestern turtle camp, so that there is space to build a tree of life there just like it is possible in the south.
  • Changed locations of starting positions and mines slightly, so that humans/orcs can use the peon mining trick similar to other maps, and undeads have the option to wall the gold mine with a single ziggurat.
  • Also redesigned some treelines in the main bases as a consequence.
  • Added some trees on the high ground in the north, so that after the redesign of the merc camp, you still have to chop down trees on the high ground before you can build there.
  • Added some alliance/horde banners near the main bases to further simplify identifying the new version.
  • Added more pathing blockers on islands to prevent building there.