I was honestly expecting something a lot more "enjoyably broken".
This map is way too well made for what you claim it to be.
Weed vs Greed is a tag map, there are two factions; farmers (the base-building faction) and assassins (hero based, hunts farmers).
That said, I feel the farmer faction is the more fleshed out one. Though it can be argued that exists by virtue of having a tech-tree and base building as opposed to the more hero-centric assassins.
Honestly, I found the farming to be the best part of the map. Hard to put a thumb on why its good (besides that it controls well and comes across as very natural/intuitive), but I would genuinely consider it the best farming simulation in a wc3 map.
- If the map was simply farming and nothing else, Id still play it to be honest.
Mechanics wise, I feel where the map falls short are the assassins (the tagging faction).
The builder and "tech-tree lite" that assassins have seems out of place, it doesn't seem to do anything interesting (though you could easily argue the assassins would be weaker without it), most of the building functions could easily be neutral buildings in the factory homebase.
In short, the assassins faction seems to have less to do/is less interesting to play, and the light base building they have seems shoehorned in.
- I cant tell you how to dev your map, though If were to change anything, Id make the assassin faction to include managing the factories defences. (ie. all the npcs currently in the factory would have to be populated/or at least upgraded by the assassins).
Aesthetically, the map is well presented; the terrain is good enough for the purpose it serves.
-I also like how you've organised the water bodies on the map to form what looks like a proper river system.
There's an opening cinematic, which may seem odd for a multiplayer map; but really isn't that uncommon especially among many older maps. Come to think of it, the whole map does feel like something out of the pre-2010's, not that I consider that to a be a bad thing.
Minor gripes
- Would be nice if there was an effect whenever a crop ripens.
- Some of the trees are rotated at an odd angle which shows too much of the shaded side.
- As the assassin you can kill friendly NPC's, including the businessman.
This map is way too well made for what you claim it to be.
Weed vs Greed is a tag map, there are two factions; farmers (the base-building faction) and assassins (hero based, hunts farmers).
That said, I feel the farmer faction is the more fleshed out one. Though it can be argued that exists by virtue of having a tech-tree and base building as opposed to the more hero-centric assassins.
Honestly, I found the farming to be the best part of the map. Hard to put a thumb on why its good (besides that it controls well and comes across as very natural/intuitive), but I would genuinely consider it the best farming simulation in a wc3 map.
- If the map was simply farming and nothing else, Id still play it to be honest.
Mechanics wise, I feel where the map falls short are the assassins (the tagging faction).
The builder and "tech-tree lite" that assassins have seems out of place, it doesn't seem to do anything interesting (though you could easily argue the assassins would be weaker without it), most of the building functions could easily be neutral buildings in the factory homebase.
In short, the assassins faction seems to have less to do/is less interesting to play, and the light base building they have seems shoehorned in.
- I cant tell you how to dev your map, though If were to change anything, Id make the assassin faction to include managing the factories defences. (ie. all the npcs currently in the factory would have to be populated/or at least upgraded by the assassins).
Aesthetically, the map is well presented; the terrain is good enough for the purpose it serves.
-I also like how you've organised the water bodies on the map to form what looks like a proper river system.
There's an opening cinematic, which may seem odd for a multiplayer map; but really isn't that uncommon especially among many older maps. Come to think of it, the whole map does feel like something out of the pre-2010's, not that I consider that to a be a bad thing.
Minor gripes
- Would be nice if there was an effect whenever a crop ripens.
- Some of the trees are rotated at an odd angle which shows too much of the shaded side.
- As the assassin you can kill friendly NPC's, including the businessman.
TLDR Version
- Solid tag map (builders vs hero)
- Good presentation
~ Map Approved
Personal seal of wtf; go ahead stick your face in if you dare.
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