(4)Everglade Forest

Story - Travel through these woods too find that there are much worse things here than bunnys and stags. Fight through the forest with weapons held high and watch your back!

Map Features -
: 8 Gold Mines
: 26 Orange Camps
: 12 Green Camps
: 4 Red Camps
: 7 Neutral Buildings
: 4 Players

Credits - GrassAnimated
Stump

Map Type - Melee

Author - The Panda/ItsKrylon

Changes:
Previews
Contents

Everglade Forest (Map)

Reviews
WolfFarkas
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...
deepstrasz
Might be too much to have a tome and a ring of protection +2 drop from those three purple trolls while the stronger three sasquatches dropped one ring of protection +3. You might want to place the Satyr Soulstealer a bit back to avoid the unit casting...
Level 29
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
 
Last edited by a moderator:

The Panda

Icon Reviewer
Level 59
Joined
Jun 2, 2008
Messages
9,125
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

Thank you sir I will update it soon.

Fixed agro on all creep camps you said.
Fixed spider camps
Fixed some neutral creeps.
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,447
Might be too much to have a tome and a ring of protection +2 drop from those three purple trolls while the stronger three sasquatches dropped one ring of protection +3.
You might want to place the Satyr Soulstealer a bit back to avoid the unit casting Mana Burn although the camp not being engaged.
Maybe, less narrow passes since it's a melee map not one for a campaign.

Approved.
 
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