- Joined
- May 21, 2013
- Messages
- 1,635
1) player red and blue bases are not equal, gaps betweeen trees (wisp can hide, small units can walk).
2) aggro you will be attacked while passing, creeps block the paths, cliff: creeps should not be killed from above.
3) aggro of the merc camp, the blue fire is distracting, that camp is level 32, to hard for a 1v1. I would recommend a tavern in the middle.
4) small bridges should be avoided, very small paths are not good for melee
5) is not good to see the camara limits, creeps should face in the same direction
6) expandings shape are hard to defend, they should be in U regions.
7) will be attacked here by passing
8) same here, also murlocks have no space to engage as melee units.
9) goblin lab, L14 creep, undeads cant creep air units till tier 2.
10) Terrain seems flat in some parts. mostly in the goldmines areas.
11) creeps should not block the paths.
12) agro, goldmine creeps should not be set in camp mode. because a townhall can be build early.
13) asymetry, 1 base is more safe than other, thats not good for 1v1. advantage for red player.
It should be set to awaiting update,
neutrals buildings positions, creeps positiions harms the melee balance, but nothing that canot be fixed.
try to read tutorials, see others maps, see ladder maps, and competitive melee play that helps to improve maping
good luck and see ya.
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