Deleted member 238589
D
Deleted member 238589
This is very well done, I really like the use of different tilesets here. Here are a few suggestions:
- Consider getting rid of one of the two drops for the murloc camps. Having 2 drops is a bit too much for such a low level camp. Also it would be better to have at least one visible murloc in that camp
- Kobold camps guarding the Goblin Merchants need stronger drops, at least a level 3 perma instead of a level 2
- I'd advise against having powerups the only drops in high level camps (Gateways)
- The middle red camp may be too strong and not worth taking on in this type of matchup
- Don't be hesitant to use more environmental doodads (shrubs, rocks, flowers, etc)
- Starting areas need more trees. I suggest rising the space behind gold mines to their cliff level so you can use that space
- I like the overall usage of space, but the ramps near the starting areas are a bit problematic. Consider making them wider and lowering the platforms a bit
- Consider getting rid of one of the two drops for the murloc camps. Having 2 drops is a bit too much for such a low level camp. Also it would be better to have at least one visible murloc in that camp
- Kobold camps guarding the Goblin Merchants need stronger drops, at least a level 3 perma instead of a level 2
- I'd advise against having powerups the only drops in high level camps (Gateways)
- The middle red camp may be too strong and not worth taking on in this type of matchup
- Don't be hesitant to use more environmental doodads (shrubs, rocks, flowers, etc)
- Starting areas need more trees. I suggest rising the space behind gold mines to their cliff level so you can use that space
- I like the overall usage of space, but the ramps near the starting areas are a bit problematic. Consider making them wider and lowering the platforms a bit