Remixer
Map Reviewer
- Joined
- Feb 19, 2011
- Messages
- 2,113
Review - Nephrite Bay
(Version March 5th 2022)
Description: Nephrite Bay is a melee map featuring a strange mixture of thematics and a layout most suitable for 4v4 players. A four-player version of the map is also provided. The tactical flavor is brought by Rock Chunks, which unfortunately also limit the Computer-controlled players' ability to play the map.
Terrain: The terrain serves melee gameplay quite decently though having more open pathways might be better for tactical depth. The tile usage is mostly sufficient but features very odd combinations of vibrant green tiles mixed with Icecrown Glacier tiles as well as Sunken Ruins. The tiles do not mix too well with each other in the first place and the usage of similarly mismatching doodads and destructibles creates further contrast. While contrast can be a good thing and used as an element to give depth to a map, there is a limit to it. The constant and seemingly illogical contrast present throughout the map gives it an unpolished and visually unpleasant look. Still, terrain is not the most important factor for melee maps.
Layout: The layout is best suited for a two-team matchup as the map is mirrored only across one axis. I do have to say that the slight diagonal rotation of the map is gorgeous and not something that is easy to achieve. Great job with that! The fact that the map has only one open passage across the map heavily reduces the gameplay opportunities of the map. The Rock Chunks can be destroyed (easily) and open another pathway. The neutral objectives seem equally mirrored, giving no contesting windows between the teams - apart from the Goblin Laboratories.
Creeps: Creep camp placement is decent. There could definitely be more Green Camps, though, with a map for so many players, they can team up quite early to challenge harder camps early as well. Considering the number of players (and that they are teams) there could be more variation within the team territories - this could also give the incentive to fight for 'easier' camps in case of a free-for-all scenario. Like the visual thematics, the creep races also seem random at times with Draeneis, Forest Trolls, and Doom Guardians mixed into one bunch. Item drops seem appropriate considering the strength of the camps. Red Camps are strong, but that is very acceptable considering the number of players.
Gameplay: The lack of Extension Gold Mines forces the teams to clash for resources. The narrow pathway at the center of the map is the most considerable choke-point. Rock Chunks can be destroyed to open an additional pathway across the diagonal axis of the map and to reach the Goblin Laboratory that can be used to cross the chunk walls without destroying them - this can be quite interesting elements though their value is reduced as the Rock Chunks are by default at low health. The Central Red Camp (Dragons) is quite awkward and I am curious how you intended it to play out. Without flying units that camp is hard to see and the item drops appear quite randomly around the Rock Spires which can lead to a lot of confusion.
Recommendations:
The map is playable and surely enjoyable. The slight diagonal rotation gives it a unique look. The terrain and thematic aspects of it could be greatly improved to overall improve the map and make it more coherent. For the four-player version I'd recommend perhaps reducing the total level of the harder camps, especially the middle one can be very tough for a single player (the difficulty is not an issue with bigger teams) - similarly, the creep camps (two of which are always identical for each player) could be more varied - this applies also to the eight-player version.
(Version March 5th 2022)
Description: Nephrite Bay is a melee map featuring a strange mixture of thematics and a layout most suitable for 4v4 players. A four-player version of the map is also provided. The tactical flavor is brought by Rock Chunks, which unfortunately also limit the Computer-controlled players' ability to play the map.
Terrain: The terrain serves melee gameplay quite decently though having more open pathways might be better for tactical depth. The tile usage is mostly sufficient but features very odd combinations of vibrant green tiles mixed with Icecrown Glacier tiles as well as Sunken Ruins. The tiles do not mix too well with each other in the first place and the usage of similarly mismatching doodads and destructibles creates further contrast. While contrast can be a good thing and used as an element to give depth to a map, there is a limit to it. The constant and seemingly illogical contrast present throughout the map gives it an unpolished and visually unpleasant look. Still, terrain is not the most important factor for melee maps.
Layout: The layout is best suited for a two-team matchup as the map is mirrored only across one axis. I do have to say that the slight diagonal rotation of the map is gorgeous and not something that is easy to achieve. Great job with that! The fact that the map has only one open passage across the map heavily reduces the gameplay opportunities of the map. The Rock Chunks can be destroyed (easily) and open another pathway. The neutral objectives seem equally mirrored, giving no contesting windows between the teams - apart from the Goblin Laboratories.
Creeps: Creep camp placement is decent. There could definitely be more Green Camps, though, with a map for so many players, they can team up quite early to challenge harder camps early as well. Considering the number of players (and that they are teams) there could be more variation within the team territories - this could also give the incentive to fight for 'easier' camps in case of a free-for-all scenario. Like the visual thematics, the creep races also seem random at times with Draeneis, Forest Trolls, and Doom Guardians mixed into one bunch. Item drops seem appropriate considering the strength of the camps. Red Camps are strong, but that is very acceptable considering the number of players.
Gameplay: The lack of Extension Gold Mines forces the teams to clash for resources. The narrow pathway at the center of the map is the most considerable choke-point. Rock Chunks can be destroyed to open an additional pathway across the diagonal axis of the map and to reach the Goblin Laboratory that can be used to cross the chunk walls without destroying them - this can be quite interesting elements though their value is reduced as the Rock Chunks are by default at low health. The Central Red Camp (Dragons) is quite awkward and I am curious how you intended it to play out. Without flying units that camp is hard to see and the item drops appear quite randomly around the Rock Spires which can lead to a lot of confusion.
Recommendations:
The map is playable and surely enjoyable. The slight diagonal rotation gives it a unique look. The terrain and thematic aspects of it could be greatly improved to overall improve the map and make it more coherent. For the four-player version I'd recommend perhaps reducing the total level of the harder camps, especially the middle one can be very tough for a single player (the difficulty is not an issue with bigger teams) - similarly, the creep camps (two of which are always identical for each player) could be more varied - this applies also to the eight-player version.