- Joined
- Nov 9, 2006
- Messages
- 2,561
The map looks simple, readable and has enough interesting things to bring to the table.
I think there might be some issues with drawing aggro in certain places.
Like the green trolls in the water and the goblin shop.
It doesn't seem like a huge issue since those camps aren't on main paths, so i don't know.
I'm too lazy to test.
The landscape is big enough for big 2v2 fights, so that's good.
Access to mines seem easy to take, but hard to defend so i doubt more than 1 expansion will go into play.
Maybe tweak it so the starter mine has a little extra gold, to around 14k~.
Teching or rush seems the way to go, i'm not sure how you'll be able to pull of an expansion.
The main strategy seems to be lab camp, buy shredder and tech.
Enviroment is simple, but i think it's nice.
Overall memorable to look at and it should be easy to tell where you fight on the map by a quick glance.
The red camp seems nasty, because the archways serve as a choke that cause the ogre's shockwave to deal more damage.
Forcing players to pull outside or fight inside.
I like the small brush of trees behind the mercenary camps.
I could see big plays going down here, with it serving as a jukespot or strategic chokepoint during a retreat.
I think you can improve doodads a little.
The cattails for example are placed in a very ordered fashion.
Try sprinkling them a more randomly.
I would like to see a few shrubbery or enviromental doodads placed in the open.
The map seems tournament viable and it could be a solid map with testing and a few tweaks.
I think there might be some issues with drawing aggro in certain places.
Like the green trolls in the water and the goblin shop.
It doesn't seem like a huge issue since those camps aren't on main paths, so i don't know.
I'm too lazy to test.
The landscape is big enough for big 2v2 fights, so that's good.
Access to mines seem easy to take, but hard to defend so i doubt more than 1 expansion will go into play.
Maybe tweak it so the starter mine has a little extra gold, to around 14k~.
Teching or rush seems the way to go, i'm not sure how you'll be able to pull of an expansion.
The main strategy seems to be lab camp, buy shredder and tech.
Enviroment is simple, but i think it's nice.
Overall memorable to look at and it should be easy to tell where you fight on the map by a quick glance.
The red camp seems nasty, because the archways serve as a choke that cause the ogre's shockwave to deal more damage.
Forcing players to pull outside or fight inside.
I like the small brush of trees behind the mercenary camps.
I could see big plays going down here, with it serving as a jukespot or strategic chokepoint during a retreat.
I think you can improve doodads a little.
The cattails for example are placed in a very ordered fashion.
Try sprinkling them a more randomly.
I would like to see a few shrubbery or enviromental doodads placed in the open.
The map seems tournament viable and it could be a solid map with testing and a few tweaks.