Remixer
Map Reviewer
- Joined
- Feb 19, 2011
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Review - Destructisaria
(Version January 6th 2023)
Synopsis: Destructisaria is a four-player melee map that doesn't follow the usual melee rules. With an enormous playable area and dual-bases the map's initial playflow is unusual. Large areas of void scatter the land into islands of various sizes with narrow bridging as passages. Does not meet the standard melee criteria.
Map Aesthetics: The terrain, while thematically coherent, is lacking. Huge flat areas of monotonous tile usage and no props look dull (which can be sometimes good) but overall the aesthetic aspect of the map lacks oomph. The environment doesn't look very natural either, and it sometimes lacks visual clarity with the smaller passages.
Map Layout: The map is simply too large for its own good. While an enormous map size for 2v2 game could work, it must have something to carry it. Here not only is the map huge, but it also seems very unfriendly to typical game strategies, while cheesy strategies or plays can be powerful. It's also highly recommended to stay away from bridges as their pathing is clunky.
Neutral Objectives: Any possible issues with neutral camps are greatly overshadowed by layout and other melee-breaking game issues. Thus I will leave them out.
Map Gameplay: Not suitable for standard melee gameplay.
Recommendations:
I would recommend looking at other melee maps to get an idea and example of what melee tries to achieve. I'd also heavily recommend some basic tutorials on melee mapping. Tutorials can be found on Hive, and for other melee maps, you can use standard Blizzard ones or ones (Approved) found on this site. My recommendation is start small and simple before going big.
(Version January 6th 2023)
Synopsis: Destructisaria is a four-player melee map that doesn't follow the usual melee rules. With an enormous playable area and dual-bases the map's initial playflow is unusual. Large areas of void scatter the land into islands of various sizes with narrow bridging as passages. Does not meet the standard melee criteria.
Map Aesthetics: The terrain, while thematically coherent, is lacking. Huge flat areas of monotonous tile usage and no props look dull (which can be sometimes good) but overall the aesthetic aspect of the map lacks oomph. The environment doesn't look very natural either, and it sometimes lacks visual clarity with the smaller passages.
Map Layout: The map is simply too large for its own good. While an enormous map size for 2v2 game could work, it must have something to carry it. Here not only is the map huge, but it also seems very unfriendly to typical game strategies, while cheesy strategies or plays can be powerful. It's also highly recommended to stay away from bridges as their pathing is clunky.
Neutral Objectives: Any possible issues with neutral camps are greatly overshadowed by layout and other melee-breaking game issues. Thus I will leave them out.
Map Gameplay: Not suitable for standard melee gameplay.
Recommendations:
I would recommend looking at other melee maps to get an idea and example of what melee tries to achieve. I'd also heavily recommend some basic tutorials on melee mapping. Tutorials can be found on Hive, and for other melee maps, you can use standard Blizzard ones or ones (Approved) found on this site. My recommendation is start small and simple before going big.