- Joined
- May 21, 2013
- Messages
- 1,637
Hello there, nice terrain, I like dungeon fire theme, I will review it in order to help you to improve your map.
1)Base goldmines should be defended by wood to avoid the enemy kill your peons. and the wood in base is low.
2) Tavern is not simetryc, it is 7 Units near the left player and 9 units near the right player (I used a ruler). Tavern should not be guarded, at least thats the standard. Night elves usually use it to have a hero with strengh than with agility or inteligent.
3) Expanding goldmines do not have wood and the wood in base is low.
4) the flyers can pass the gigants rock an get in (tested), path blockers for air are needed.
5) A 128x128 is usually a size designed for 4 player map, while 96x96 is designed for 1vs1, What I mean is you have to walk a lot and there are a lot of empty areas. Yoy only have 2 expanding goldmines, 2 markets and 1 tavern. Other neutral buildings could be placed such fountains, goblin labs and mercenary camps. Another couple of expading goldmines can be placed too.
6) The terrain tileset mix is perfect, but the terrain is all flat, some altitude variation can be done with the rise and down tools. In wc2 all the terrain is flat but in wc3 the terrain look more wild if is not all at the same level.
7) Doodads, the terrain tile mix is perfect but the map has only around 934 doodads. Rocks, bones, smoke, skulls, whatever, the doodads helps to make the enviroment and give beauty to the land, land without doodads looks empty. You can use doodads of other tilesets. You can remove the pathing of the doodads and make combinations like a rock all with skulls, or with torches. As you combined the tiles in the land, the combinations of doodads is limitless.
well I hope some of my tips helps you to improve your map, again nice terraining, good luck in the contest. A good tip is always study others maps, you learn a lot by doing it.
1)Base goldmines should be defended by wood to avoid the enemy kill your peons. and the wood in base is low.
2) Tavern is not simetryc, it is 7 Units near the left player and 9 units near the right player (I used a ruler). Tavern should not be guarded, at least thats the standard. Night elves usually use it to have a hero with strengh than with agility or inteligent.
3) Expanding goldmines do not have wood and the wood in base is low.
4) the flyers can pass the gigants rock an get in (tested), path blockers for air are needed.
5) A 128x128 is usually a size designed for 4 player map, while 96x96 is designed for 1vs1, What I mean is you have to walk a lot and there are a lot of empty areas. Yoy only have 2 expanding goldmines, 2 markets and 1 tavern. Other neutral buildings could be placed such fountains, goblin labs and mercenary camps. Another couple of expading goldmines can be placed too.
6) The terrain tileset mix is perfect, but the terrain is all flat, some altitude variation can be done with the rise and down tools. In wc2 all the terrain is flat but in wc3 the terrain look more wild if is not all at the same level.
7) Doodads, the terrain tile mix is perfect but the map has only around 934 doodads. Rocks, bones, smoke, skulls, whatever, the doodads helps to make the enviroment and give beauty to the land, land without doodads looks empty. You can use doodads of other tilesets. You can remove the pathing of the doodads and make combinations like a rock all with skulls, or with torches. As you combined the tiles in the land, the combinations of doodads is limitless.
well I hope some of my tips helps you to improve your map, again nice terraining, good luck in the contest. A good tip is always study others maps, you learn a lot by doing it.
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