- Joined
- Nov 9, 2006
- Messages
- 2,561
Red ambient light.
Blue tile textures.
Green water.
There's too many different color themes on this map.
Blue tile textures.
Green water.
There's too many different color themes on this map.
Red ambient light.
Blue tile textures.
Green water.
There's too many different color themes on this map.
I do get it, but why not talking about gameplay. I don't think that everybody had the same taste lol. Red isn't always mean hot. For me dungeon is a place, not about temperature, and my taste is that I like dungeon tileset a lot that maybe why. But it also true that most of people really hate dungeon tileset, I can't denied it though.It's a critique and not a compliment.
The tile textures you're using and the contrast you're using makes it jarring to look at.
Like why is there ice in a climate that looks hot?
That doesn't make a sense.
Generally speaking dungeon is just an ugly tileset and shouldn't be used for melee.
It's better to stick with a simple color palette like green/brown because those colors creates a specific mood that you want for competitive play.
This was just posted on reddit as a meme, i think you get the idea.
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No, but it bears a certain association.Red isn't always mean hot.
So I added Pure blue version.High ground base isn't really a good thing in WC3 since it makes attacking the base a nightmare.
If you can lock off main base then races that rely on pushing aggressively won't have a fair chance.
It's more of a Starcraft thing, where the main base needs to be on high ground otherwise those peskly zerglings can harass your workers.
There are exceptions to this rule with Market Square, which is a 4v4 and FFA map.
In Market Square cliff ramps are usually wide enough to accomodate an early to mid game attack.
The other area it's being used is for hard-expansion on maps such as Last Refuge.
I'm not educated enough on when high ground bases are good to make a proper statement on it, but it's usually best to stay away from it.
No, but it bears a certain association.
There's also an issue with dungeon/underground tilesets specifically, where they've tried to create a 3D impression on "stone paths" textures with red light being reflected from the side. Which you can't do anything about.
Generally speaking you should try and aim for a warmth/cold tone and stick with it.
I assume the only difference are visually, but gameplay is identical.So I added Pure blue version.
So, there's too maps? From
I assume the only difference are visually, but gameplay is identical.
In any case, I've been looking at the more recent map according to the file data.
Regarding gameplay I have one major technical complaint:
1. Any expansion should have a creep that is not blue, or lvl 7+. Currently that is not the case.
Other stuff which is too different from ladder maps:
2. No good creeproute to get your first hero to lvl 2.
3. Too restricted pathing, you have to take long ways around obstacles in many locations.
4. The map is generally too large for 1v1.
5. While the trees are dense, there are too many "untouchable" locations for wisps. Not sure if I explained this too you yet. If not feel free to ask. In any case, trees should be placed using the circular size 2 tool. Place new trees so that they align perfectly with existing trees.
6. Expanding is certainly hard due to strong creeps and long distance to main base.
Visually:
7. The lighting in underground tileset is different from other tilesets. I know many people dont really like it....
8. Ramp-Cliff transitions are bugged once again.
Positives: Itemdrops are fair and the map looks good.
So overall 1. must be fixed. Therefore map set to Awaiting Update. Of course, you can also consider doing something about the other stuff.