Now look the Great Remixer has come with a new map! I like your path complex, and oh my some wood break part to sneak attacks.
1) Drops, the red creep trolls loot in a priest, that unit is very easy to kill, a level 4 item should be drop by a level 6 unit to avoid hit and run. It is better to have 4 o 3 powerfull units than a lot of small. For example your market place selection, the level 7 loots level 3, I sugest to follow how you did in the market
2) Goldmines: mind the dragon, for competitive melee talking, humans need fast expansion against undead so, a dragon in the only expansion I dont advise it. Also mind the level, for one expanding, level 18 is to much, level 14-16 would be more ok to me. I don´t know if you are aware but humans use militia to rush the first expanding.
3) I sugest unbuildable terrain in ramps, it tends to be weird build in ramps, and towers above have visual advantage atacking below, unbuildable terrain helps to avoid tower exploits, specially in choke points.
4) For further maps, mind the gaps between trees, that cost points in the last melee contest, and lows the map value. Wisp can hide log safe, small units can hide and big units cant reach them.
5) Have you check the camara bounds?, they are 8960 above and 9472 below, that means when you use the numbers to do simetry, you have a bias, thats why there is more wood in the south than above in the camara edge area.
Because above ends at 8960 but below at 9472. Blue player has that plus of wood. The bias here is minimum, but avoid for further maps, because it can create more powerfulls unbalanced things. Like wide path in an area and choke points in another.
By default when you start a map the camara limits they are always shitty asimetryc and that can lead to terrain blindly and have simetry problems later
Size Sugetions:
- 128x128 is usually ment for 4 players map. So
- For a 128x128 , only one expantion, is like something is missing, unnecesary big, I can put 3 expandings in a 96x96 (see my map Taldaram lake): so sugestion add a couple of expandings to make it interesting, like the need of scout, with one expanding you know where your enemy is expanding.
- I tell you the thing of the size because players have to walk a lot, and is hard to manuver. I think a couple of way-gates could make the thing more interesting to avoid very large walks.
Example I am at the mercenary camp, cleaning it (is a red so middle game), and I got attacked in my base or even worst my expanding, if I don´t have a scroll of teleport, I am done, in 96x96 that effect is reduced in 1vs1. In fact I am thinking in a 128x128 for 3vs3, so a 128x128 for 1vs1 I hardly see it as a good option.
-Add goblin labs, to get the log machine, you have many parts with wood where you can open paths, that would be more interesting if the player can have a couple of saw machines.
Overall is a very worked map with high quality and very minor bugs things. The game play could be expanded by adding more goldmines and goblin labs, but thats your choise
5/5