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(2)Sky War

Submitted by Diego Delgado
This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
A floating map in the sky surrounded by dangerous creatures faces your opponent and defeat him in the heights

Changes
two more islands with mines were added
floating rocks were added
the terrain was modified by adding height
some creep camps were modified

Content:
Creeps camps:
5 greens
6 orange
4 red
Neutral buildings
1 taverna
2 labs
2 mercenary camps
Previews
Contents

(2)Sky War (Map)

Reviews
cleavinghammer
North lab needs more ground around it, as shredder will be stuck on the one square of land just below it. Central island creeps are too close together, attacking one of the merc camp's creeps results in not just the lizards but the other merc camp...
mafe
Well to be honest, it's not the map I would enjoy playing. But anyway, objectively there are some technical issues: -Mercs at the southern merc camp can get stuck as pointed out by @cleavinghammer -At the tavern, the hero will spawn to the south and...
  1. cleavinghammer

    cleavinghammer

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    North lab needs more ground around it, as shredder will be stuck on the one square of land just below it.

    Central island creeps are too close together, attacking one of the merc camp's creeps results in not just the lizards but the other merc camp creeps being alerted and attacking.

    Terrain are too flat overall.

    Maybe have some islands in the corners with buildings or mines.

    Floating chunks of rock look out of place, maybe use some reskinned Outland rocks instead.

    Ground image is too small for the camera borders and looks too detailed.
     
    Last edited: Sep 17, 2019
  2. Diego Delgado

    Diego Delgado

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    Already edit the map as requested, you could take a look
     
  3. cleavinghammer

    cleavinghammer

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    Better.

    Mercenary camps should have less trees around them, units can still get stuck.
    The red creep camps on the mines should be pushed further back: units leaving your base tend to walk right into their aggro range as they move north/south.
    Is the Tavern not allowing north/south passage intentional?
    Might be something off with the item distribution, I ended up with 6 Mantles of +3 Intelligence.



    Cosmetics-wise, my issue with the ground image is that it looks too close (that is, you would still be able to see the terrain and trees in 3D by tilting the camera, when this is not the case). The image also ends abruptly at the skybox when tilting the camera. Those are secondary concerns though, and don't affect gameplay. Good job on the reskinned floating rocks, which skin did you use?
     
    Last edited: Sep 27, 2019
  4. Diego Delgado

    Diego Delgado

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    Thanks for the comment about the errors, I will repair them soon.
    the road cut in the taverna if it is intentional
    the skin that floating rocks use is my creation using the graphics of the map terrain
     
  5. mafe

    mafe

    Map Reviewer

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    Well to be honest, it's not the map I would enjoy playing. But anyway, objectively there are some technical issues:
    -Mercs at the southern merc camp can get stuck as pointed out by @cleavinghammer
    -At the tavern, the hero will spawn to the south and cannot walk north.

    Then there are some issues which imho greatly reduce the fun of playing this map:
    -The manaburning satyr soulstealers are just obnoxious to creep and they are everywhere.
    -Fastexpanding is impossible, which can be bad for balance.
    -Pathing for melee units is restricted, giving a huge advantage to air units (but of course, this is due to the general idea of the map, so I don't really mind it).
    -Relatively linear structure of the map.
    -Weird main base layout.
    -Small spaces between trees in many location.

    So please fix these two "technical" issues. I'd also like to hear if you intend to adress some of the "unfun" parts or why would prefer to keep them as they are now.
    Until then, the map is set to Awaiting Update.