The map was created with REXPaint, in DFesque way.
Red and green ○ are the respawns of the two different bases. When standing on them, units of the same team regain 50% of their maximum HP every turn. Red and Green barriers (░) obstruct vision for the team of the opposite color. Also, members of the Red team cannot cross the Green barrier and viceversa. Ranged attacks of BOTH teams are stopped by the barriers.
Movement and range is measured in squares. Diagonals count as two squares. Even if a unit is surrounded at all 4 sides, it can still move if he can move 2 squares in diagonal.
All units have a vision radius of 6 squares unless it is said otherwise. Walls and bushes block vision.
White ▒ are bushes. Players cannot see whats on them unless they stand on them.
White ∞ are the Balzaks, the basic jungle neutral monster. Jungle monsters will only attack if they are attacked. Balzaks are melee monsters that will only follow an attacker for as far as 6 squares from their initial spot. Attacking them from further away causes them no damage. They respawn after 7 turns of the whole camp being defeated.
White π are the combat golems, toughter than the Balzak, but they give more gold and XP. They are also melee and have the same range of aggresion as the Balzak, with the same consequeces of attacking them from further away. After being defeated, they respawn in 8 turns.
White ♥, ♦, ♣ and ♠ are the buff monsters. They can only suffer damage if there is someone in their 3x3 room of the jungle, and they will not move. After being defeated they respawn in 14 turns. The buffs last for 7 turns.
The white ♥ is the Agni, a Fire Elemental. The Hero that gives it the killing blow does 3 extra damage with his basic attacks that cannot be reduced by Armor.
The white ♦ is the Chthon, an Earth Elemental. The Hero that gives it the killing blow has all his cooldowns reduced by 1 turn.
The white ♣ is the Varuna, a Water Elemental. The Hero that gives it the killing blow gains 1 extra AP each turn.
The white ♠ is the Arias Vayu, a Wind Elemental. The Hero that gives it the killing blow reduces the enemy Movement by 1 for 2 turns with his basic attacks (new attacks reset the duration).
The white α is the Infernal Duke, a demon that gives Gold and XP to the whole team of the Hero that gives it the killing blow. It spawns for the first time at turn 6 and after being killed takes 20 turns to respawn. It only attacks those that attack it and are within 6 squares of it (It takes no damage from attacks made from further away).
The white ß is the Seraphim Potestas, an angel like creature that gives that makes the team of the Hero that gives it the killing blow spawn Siege minions. The Siege minions spawn for the next three waves. The Seraphim Potestas takes 30 turns to respawn, and first spawns at turn 15. It only attacks those that attack it and are within 6 squares of it (It takes no damage from attacks made from further away).
Red and Green Ω are turrets. They have a range of 5 squares and provide vision in that range to their team.
Red and Green Θ are their team's generators. If they are destroyed, the game ends. Each 6 turns, starting from the third turn, they spawn 3 melee minions and 3 ranged minions. If the Seraphim Potestas' buff has been taken for its team, it will also spawn a Siege minion.