- Joined
- Sep 24, 2017
- Messages
- 150
Absolutely love the atmosphere of the map, even though it looked a tad different ingame from the editor. Using the snowstorm as a stream of bubbles is a great idea.
I get easily swayed by good-looking maps, however gameplay is more important. One of the biggest problem of this map are imo creep routes. Players have basically only one choice for the initial creep camp and that is the orange camp at the base. Other green camps don't feel like initial ones, they rather work as a follow up to the orange camp. Another thing with the orange camp (and some other camps too) is that it's situated on a higher ground level and upon going up the ramp, you aggro it. I don't mind it if it's done in small measures but this is the first camp and imo it's a bit annoying. Then there's the "big ass choke", I understand why it's there, I get that it offers the defensive advantage to one team while it also connects it to middle but these corridors always feel so forced to me. If only there was a way to maintain the flow or make it into a good initial creep route.
I enclosed some scribbles of creeproutes, propositions etc.
- white are creep routes
- teal is stuff I don't get
- yellow are proposed things, that could make the creeping in the corridor more viable
For the teal stuff, those green camps in mid top/bottom feel redundant with the lvl 1 perm. One of the team's players has possibly a worse creeping experience as he's missing that creep route to the expo.
So in conclusion, I like the map, it's pretty good, creep routes need a bit work though.
I get easily swayed by good-looking maps, however gameplay is more important. One of the biggest problem of this map are imo creep routes. Players have basically only one choice for the initial creep camp and that is the orange camp at the base. Other green camps don't feel like initial ones, they rather work as a follow up to the orange camp. Another thing with the orange camp (and some other camps too) is that it's situated on a higher ground level and upon going up the ramp, you aggro it. I don't mind it if it's done in small measures but this is the first camp and imo it's a bit annoying. Then there's the "big ass choke", I understand why it's there, I get that it offers the defensive advantage to one team while it also connects it to middle but these corridors always feel so forced to me. If only there was a way to maintain the flow or make it into a good initial creep route.
I enclosed some scribbles of creeproutes, propositions etc.
- white are creep routes
- teal is stuff I don't get
- yellow are proposed things, that could make the creeping in the corridor more viable
For the teal stuff, those green camps in mid top/bottom feel redundant with the lvl 1 perm. One of the team's players has possibly a worse creeping experience as he's missing that creep route to the expo.
So in conclusion, I like the map, it's pretty good, creep routes need a bit work though.