mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Wow, I have to say I am impressed. This map looks very promising and could be worth finetuning.
The layout looks perfectly fine and has few interesting new ideas:
1.I've never seen gates used this way, and their use looks very exciting. However, it might be preferable to have a little more hp.
2. Having the 2nd second expansion relatively close to the 2nd expansion is also something rarely seen, though it could be have unforeseen ramifications.
3. Lastly, having bridges purely for asthertics is quite genious.
Mostly what would need to be improved to the map to be competitively viable are the following creepcamps:
4. Spider-troll camp: Cann aggro by accidental. Not big dea since it deals little damage and has not disable, so could be acceptable.
5. Merc camp: With the lightning shield wizard, this could be relatively quickly (unlike on SG merc camp, where the creeps are surprisingly tough) for a safe level with little chance of counterplay (I think). Either the creeps should be stronger to make it more of a risk, or weaker so that you dont get lvl 2 from a single camp.
6. The red camps need better antiair capabilities, though the single ensnare could also be dangerous already, since all the other creeps would all focus on the ensnared unit (if a player tries to creep the camp with air only).
7. Near the lvl 2 permanent troll camps, the doodads and shallow water make unncessarily inconvenient to go for AoW-creeping (same for the cage near the merc camp).
8. Visually I dont have much to complain about. I really like the visuals around some creepcamps. Maybe a little more green sprinkled around would make the map look "nicer".
9. But it would be convenient if you could scale down the trees on the northern edge of some forests, as some of those trees are quite big and obstruct vision (just select them and press "-").
Map approved.
PS: Is the minimap in here not up to date with the most recent version? It's different from the minimap ingame.
The layout looks perfectly fine and has few interesting new ideas:
1.I've never seen gates used this way, and their use looks very exciting. However, it might be preferable to have a little more hp.
2. Having the 2nd second expansion relatively close to the 2nd expansion is also something rarely seen, though it could be have unforeseen ramifications.
3. Lastly, having bridges purely for asthertics is quite genious.
Mostly what would need to be improved to the map to be competitively viable are the following creepcamps:
4. Spider-troll camp: Cann aggro by accidental. Not big dea since it deals little damage and has not disable, so could be acceptable.
5. Merc camp: With the lightning shield wizard, this could be relatively quickly (unlike on SG merc camp, where the creeps are surprisingly tough) for a safe level with little chance of counterplay (I think). Either the creeps should be stronger to make it more of a risk, or weaker so that you dont get lvl 2 from a single camp.
6. The red camps need better antiair capabilities, though the single ensnare could also be dangerous already, since all the other creeps would all focus on the ensnared unit (if a player tries to creep the camp with air only).
7. Near the lvl 2 permanent troll camps, the doodads and shallow water make unncessarily inconvenient to go for AoW-creeping (same for the cage near the merc camp).
8. Visually I dont have much to complain about. I really like the visuals around some creepcamps. Maybe a little more green sprinkled around would make the map look "nicer".
9. But it would be convenient if you could scale down the trees on the northern edge of some forests, as some of those trees are quite big and obstruct vision (just select them and press "-").
Map approved.
PS: Is the minimap in here not up to date with the most recent version? It's different from the minimap ingame.