mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 869
Based on/In addition to the reviews of:
I mostly agree with the judges. The map immediately feels familiar, but by which I dont mean that is just a copy of existing stuff. Creeps and itemdrops are fine. There are a few interesting/potentially risky design choices, but I mostly like them:
1. Just a single central shop, with the others being backwards, so going there will result in wasted time. Very interesting, could make for competition for the scrolls in the mid-/late game; but the backwards shop are still an alternative if a player absolutely wants something but cant risk going to the middle. It's kinda weird the central shop can be accessed without killing the creeps though.
2. Watcher ward: Potentially very strong, but certainly not going to decide games on its own.
3. Creeps at merc camps: Yes units might walk past them, but actually in "natural" ingame situations it should be unlikely to occur. And given that it is such an obvious change from the norm, players should be able to understand and not be surprised.
4. Islands: Well, players are not forced to use them, so why not? The creepspots there might benefit from more antiair abilities.
5. Gold mines with all creeps on camp stance: Nor sure if that's an oversight? Now you build towers there first before creeping the camp. Bad idea. Maybe move a creep further back and set it to non-camp. This is the only minor bug, and it also should be rather unlikely that towers being built there go unnoticed by the enemy.
In terms of layout, it's probably a rush-heavy map, which I tend to like in 4v4. My initial though was that this an improved version of Full Scale Assault.
The looks are fine too. The center looks a little boring imho, but that's a general problem with the city-style tilesets of wc3. For me, it also looks weird that it appears as if the bricks were built on top of the snow. If you change it so that the snow is on top (advanced -> modify tileset -> move snow tile to right), it might look more natural. The outer parts of the map on the other hand look very nice.
Given that 5 is the only bug, and it has mitigating factors, I dont think there is enough reason to request an update. Map approved.
Edit: One more thing: Global "heavy" snow can be obtrusive; better use only light now globally, and then add heavy snowfall to some regions only.
Melee Mapping Contest #7 - Results
>> Download All Entries! amulet spell shield). /20 Terrain Really cool look, but it wasn't intuitive to me that I couldn't walk on water in certain spots, or which paths were open or not towards an expand /19 Creativity Fairly conservative in terms of gameplay /8 Technical - /5 /88...
www.hiveworkshop.com
I mostly agree with the judges. The map immediately feels familiar, but by which I dont mean that is just a copy of existing stuff. Creeps and itemdrops are fine. There are a few interesting/potentially risky design choices, but I mostly like them:
1. Just a single central shop, with the others being backwards, so going there will result in wasted time. Very interesting, could make for competition for the scrolls in the mid-/late game; but the backwards shop are still an alternative if a player absolutely wants something but cant risk going to the middle. It's kinda weird the central shop can be accessed without killing the creeps though.
2. Watcher ward: Potentially very strong, but certainly not going to decide games on its own.
3. Creeps at merc camps: Yes units might walk past them, but actually in "natural" ingame situations it should be unlikely to occur. And given that it is such an obvious change from the norm, players should be able to understand and not be surprised.
4. Islands: Well, players are not forced to use them, so why not? The creepspots there might benefit from more antiair abilities.
5. Gold mines with all creeps on camp stance: Nor sure if that's an oversight? Now you build towers there first before creeping the camp. Bad idea. Maybe move a creep further back and set it to non-camp. This is the only minor bug, and it also should be rather unlikely that towers being built there go unnoticed by the enemy.
In terms of layout, it's probably a rush-heavy map, which I tend to like in 4v4. My initial though was that this an improved version of Full Scale Assault.
The looks are fine too. The center looks a little boring imho, but that's a general problem with the city-style tilesets of wc3. For me, it also looks weird that it appears as if the bricks were built on top of the snow. If you change it so that the snow is on top (advanced -> modify tileset -> move snow tile to right), it might look more natural. The outer parts of the map on the other hand look very nice.
Given that 5 is the only bug, and it has mitigating factors, I dont think there is enough reason to request an update. Map approved.
Edit: One more thing: Global "heavy" snow can be obtrusive; better use only light now globally, and then add heavy snowfall to some regions only.