Remixer
Map Reviewer
- Joined
- Feb 19, 2011
- Messages
- 2,113
Review - Peppermint
(Version January 29th 2025)
Synopsis: Peppermint is a large melee map for up to 16 players, most playable in pairs. It is very unusual to see such large maps, which is where Peppermint grants players a unique chance to clash with even larger armies. The cold climate environment gives correctly mirrored arena for each player, while Goblin Merchants are seemingly behind every corner. Overall a solid map that supports a lot of players without bringing anything too drastic to the standard melee gameplay - a lot of merchants.
Map Aesthetics: Visuals are clear and of acceptable standard. At times it feels to lack the 'oomph' factor with quite large areas of monotonous colours and contrast - the map alterates between light and grey areas to black and very dark undertones - while it looks sufficient, it gives it quite barren look (perhaps it is intentional). The red-hued colour is weird choice, and I'd love to know why the red water? More decorative doodads would be very welcomed, especially in the lighter areas, where the only decorations seem to be just trees. Nevertheless the terrainwork looks acceptable.
Map Layout: Quite standard for a map of so many players - it is very nice to see 12+ player-maps. The layout is very open web-structured, with the players oriented into pairs. Quadrant-mirroring works, albeit I do have to say it could be spiced up by not mirroring even these quadrants from the center (the pairs of pairs don't necessarily need to have both edges of their territory equal, but you could've alternated with every other team). The number of Goblin Merchants is also astonishing - two merchants per pair is a lot - excessively so. Could see their number reduced and switched for something else.
Neutral Objectives: Creep strength seems appropriate and their placement is good. The creeps thematically fit the environment and their corresponding camps and item drops seem of appropriate strength. With the map being such large, even stronger creep power could be used in higher camps to give edge. At some points (corner Taverns) you could've instead mirror the turtle camp and opt to have only one Tavern in the middle, but this is just a thought. Two Taverns also works, but same thought often applies to the Merchants (of which there are a lot).
Map Gameplay: Unusual take on melee for the sheer amount of players. Goob job - I'd expect people to like playing this large maps with a larger group. The visuals could be enhanced (the dark areas look pretty good, but light areas lack focus a little). Creep and critter strength and positioning is acceptable. Approved.
Comments:
You could consider changing the amount (and locations) of some Merchants as there are so many of them. This is optional, perhaps you want a lot of Merchants (just seems like a lot, especially with Market Places also available).
There are some cliff-tops near starting areas (and expansion sites) where Zeppelins can drop units. You might want to place props on these to prevent abuse.
(Version January 29th 2025)
Synopsis: Peppermint is a large melee map for up to 16 players, most playable in pairs. It is very unusual to see such large maps, which is where Peppermint grants players a unique chance to clash with even larger armies. The cold climate environment gives correctly mirrored arena for each player, while Goblin Merchants are seemingly behind every corner. Overall a solid map that supports a lot of players without bringing anything too drastic to the standard melee gameplay - a lot of merchants.
Map Aesthetics: Visuals are clear and of acceptable standard. At times it feels to lack the 'oomph' factor with quite large areas of monotonous colours and contrast - the map alterates between light and grey areas to black and very dark undertones - while it looks sufficient, it gives it quite barren look (perhaps it is intentional). The red-hued colour is weird choice, and I'd love to know why the red water? More decorative doodads would be very welcomed, especially in the lighter areas, where the only decorations seem to be just trees. Nevertheless the terrainwork looks acceptable.
Map Layout: Quite standard for a map of so many players - it is very nice to see 12+ player-maps. The layout is very open web-structured, with the players oriented into pairs. Quadrant-mirroring works, albeit I do have to say it could be spiced up by not mirroring even these quadrants from the center (the pairs of pairs don't necessarily need to have both edges of their territory equal, but you could've alternated with every other team). The number of Goblin Merchants is also astonishing - two merchants per pair is a lot - excessively so. Could see their number reduced and switched for something else.
Neutral Objectives: Creep strength seems appropriate and their placement is good. The creeps thematically fit the environment and their corresponding camps and item drops seem of appropriate strength. With the map being such large, even stronger creep power could be used in higher camps to give edge. At some points (corner Taverns) you could've instead mirror the turtle camp and opt to have only one Tavern in the middle, but this is just a thought. Two Taverns also works, but same thought often applies to the Merchants (of which there are a lot).
Map Gameplay: Unusual take on melee for the sheer amount of players. Goob job - I'd expect people to like playing this large maps with a larger group. The visuals could be enhanced (the dark areas look pretty good, but light areas lack focus a little). Creep and critter strength and positioning is acceptable. Approved.
Comments:
You could consider changing the amount (and locations) of some Merchants as there are so many of them. This is optional, perhaps you want a lot of Merchants (just seems like a lot, especially with Market Places also available).
There are some cliff-tops near starting areas (and expansion sites) where Zeppelins can drop units. You might want to place props on these to prevent abuse.