Creep is the best Myth map is creep no question. It makes for great battles and the terrain is very intricate with trees rivers hills just about anything you could want. The only thing is lacks is a dark version and while this is saddening to me others could care less. The first thing you should notice about creep is that it is NOT a flat green rolling plain but instead there are small rises and dips all over the place. A good creep player knows this and will take advantage of it in an archer fight. Keep an eye on the terrain before you rush into battle make sure your opponent hasn't taken advantage of a rise in the ground you may not have noticed at first glance. The other most underused aspect of creep is the trees. While they may not be dense growths they do provide cover from archers and if you do it properly you can sneak puss ghols into a large pack of archers by moving from tree to tree. Also if your archers are on the high ground you can take advantage of trees by shooting over them while your opponents archers if they are down hill won't be able to get their arrows over the trees. The most prominet feature on the creep landscape is the giant crater near the SW start. This crater is something most players find an enticing place to stash balls. Because they can contest it but their opponent can't move it. However this crater should not be used for stashing balls. If you misjudge the distance the ball is down the pit and you think you can just sit on the top rim and be contesting but you aren't in contesting range a lone ghol could sneak in and end the game easily. Also even if you keep it in your range of possesion the opponent could still run in and get an easy contest to cost you the game. Just put some guards in the bottom part too you say? Well then you have divided your army in two between an impassable barrier. And if the forces in the pit were needed above they have to go all the way around to get there by which time you will already have been slaughtered. And you can't put all your units down in the pit because an opponent could run up some dorfs and archers and have a field day with your units. In the SW it is better to stash balls on the highest hill to the east side of the crater. Stick them in a growth of trees. Not only have you eliminated a point of attack from which your enemies can come by having the crater to the side but you also now hold the high ground in any archer battle. It is imperative you hold this ridge on a CTF game because if you don't your flag is right below this ridge in a pit and enemy archers can rain arrows down on you.The river crossing in creep are much wider then in desert and makes for more exciting action along the river fronts. The only place where wights are going to have much chance of catching a good player unaware are in the middle where it is small enough that a wight can sneak out and get in a good blast. The walls in creep are supposed to make good choke points for dorfs I suppose but if a dorf is on the other side of the wall you can usually just run to another space and avoid it (for extra fun run a unit up to a dorf near the wall and try to get him to blow himself up if the other player isn't paying attention he almost always will). Really what the walls are good for is a retreating place if you are outnumbered. This allows a small force to take on a large force within the space of the gap which usally means the smaller army will be able to hold out for at least equal losses something it wouldn't be able to do if it had met in wide open ground (this is especially true if you have archers firing down into the choke points.) Never get less then 27 warriors on creep. Creep is a map where speed and power prevail and the warrior is the best combination of those two (at least until a ghol and a thrall mate). On the other hand archers are probably the most vunerable unit on creep due to the number of trees and walls that can get in the way of their arrows. This allows fast units to get close without taking any hits and then run down the archers.