- Joined
- May 21, 2013
- Messages
- 1,636
Hi there The Panda, nice map, the terraining is really cool, very lively. I like the complex paths.
Since I found a bit of time to see this map, here some feedback:
-The spiders level 1 looting a permanent level 1 are hard to spot, they are small and the grass tall, maybe others creeps could do (more big like wolfs).
-Since there is only one expanding, I think it should be less defended. But is an opinion, nothing certain to me.
-Check the path in the goblin market North, a small unit can pass but a big not.
-There is a bit of agro going from the south to the north and in the same way, in the mercenary camp and the goblin lab, the area can be re-made fast in an U area so the units can pass and choose. Also the merc. camp has a lot of splash damage (Lizards) so agro there is a bit bad. What I mean is try to not have agro between neighbors players, diagonal not mandatory, scouting diagonal is too long.
-Since there is only 1 expand and the match can be more long in FFA, a bit of more gold like 18000 or 20000 just an opinion for long play and expensive units.
-In the green player expanding goldmine, the rabit, I would put it more far, since it may block a bit if walks to put a townhall. AI don´t kill those.
Checked the loot fast and seems to be ok.
I think some details could be improved, but overall is quite a nice map, very good worked the terrain and general enviroment. I saw you did not mirrow the terrain if I am correct, that hard work.
Designing 1/4 am and copy paste in the 4 directions makes it 4xtimes fast, but well hand terrain is also cool.
About rate I am between the 4/5 and the 5/5, not shure, I like to see others reviews before rate, I will put a base of 4/5 and I will consider to increase it later.
Good luck and see ya
Since I found a bit of time to see this map, here some feedback:
-The spiders level 1 looting a permanent level 1 are hard to spot, they are small and the grass tall, maybe others creeps could do (more big like wolfs).
-Since there is only one expanding, I think it should be less defended. But is an opinion, nothing certain to me.
-Check the path in the goblin market North, a small unit can pass but a big not.
-There is a bit of agro going from the south to the north and in the same way, in the mercenary camp and the goblin lab, the area can be re-made fast in an U area so the units can pass and choose. Also the merc. camp has a lot of splash damage (Lizards) so agro there is a bit bad. What I mean is try to not have agro between neighbors players, diagonal not mandatory, scouting diagonal is too long.
-Since there is only 1 expand and the match can be more long in FFA, a bit of more gold like 18000 or 20000 just an opinion for long play and expensive units.
-In the green player expanding goldmine, the rabit, I would put it more far, since it may block a bit if walks to put a townhall. AI don´t kill those.
Checked the loot fast and seems to be ok.
I think some details could be improved, but overall is quite a nice map, very good worked the terrain and general enviroment. I saw you did not mirrow the terrain if I am correct, that hard work.
Designing 1/4 am and copy paste in the 4 directions makes it 4xtimes fast, but well hand terrain is also cool.
About rate I am between the 4/5 and the 5/5, not shure, I like to see others reviews before rate, I will put a base of 4/5 and I will consider to increase it later.
Good luck and see ya
Last edited by a moderator: