Review - Shortfuse
(Version February 10th 2024)
Synopsis: Shortfuse is a melee map for two players, with a unique thematic setup of ominous sewers as the carrying theme. The spiderweb layout supports standard melee games in beautiful scenery.
Map Aesthetics: The visual level of the map is very good: pristine, fresh and it has depth to it. Tile usage and the mixture of chosen tiles are good and clear to read, while the environmental storytelling carries well throughout the map. Overall really good usage of standard objects and a marvelous job matching unexpected props with one another. The vibrant and high-contrasting mushroom trees can annoy some people and be of distraction but there's not much one can do about it.
Map Layout: The spiderweb layout works and the placement of extension mines and the Goblin Laboratories is pleasing to my eye. The only issue I see is how close the Goblin Laboratory is to the expansion site and if this can cause problems if it gets abused. The Mercenary Camp and Goblin Merchant could be randomized instead of set in position to break the mirroring issue. The size of corridors seems appropriate with not too much freedom given, even though the network of pathways is liberal.
Neutral Objectives: The creep camps fit the theme of the map and seem to be of appropriate strength. The gold mine camps (especially central ones) could be easier to take down to hasten up the game pace. Similarly, the red Faceless camps could be a little easier to kill - but perhaps having a super camp is a nice twist.
Map Gameplay: The gameplay is quite standard with multiple pathways to strike your opponent. The toughness of expansion gold mine camps can slow the game pace. The Goblin Merchant and Mercenary Camps are nice contestable neutral objectives.
Recommendations:
Add critters, as mentioned by Zucth.
The central circle cliff (and edge cliffs) could be made unwalkable with pathing blockers. I would also recommend considering adjusting the toughest creep camps and expansion gold mine camps to desired game flow impact - perhaps you don't want to change them, it's up to you.
If you desire to make the map fit more competitive genre, I would recommend asking feedback from competitive players and map makers (Zucth being one example).