(4)Fairfax Gardens

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(Story)
Once a peaceful land full of flowers and wildlife, now belongs to creatures of hate is despair. Destroy them before these lands are turned to dust. They will stop at nothing to protect this once peaceful land.

(Tactics)
Build your base and train units to destroy your opponents, kill hostile creeps to help you get stronger in the fight!

(Map Specifics)

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
4

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Creep Camps
6 24 0

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Neutral Buildings
5

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Gold Mines
8

-Uploaded





(Authors Notes)
Please credit me if you use this map anywhere, thank you.
Contents

Fairfax Gardens (Map)

Reviews
deepstrasz
Indeed, it has a standard structure. Some neutral buildings aren't symmetrically placed. However, it's no reason not to set it to: Approved.

The Panda

Icon Reviewer
Level 59
Joined
Jun 2, 2008
Messages
9,125
Now that I think about it, most of your maps are basically the same design, different tileset.


They all are different, some may be similar but im not sure what you want me too do here, or where your getting at? Im gonna change the next 2 maps im doing from the others, gonna start those today.
 
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The Panda

Icon Reviewer
Level 59
Joined
Jun 2, 2008
Messages
9,125
Indeed, it has a standard structure. Some neutral buildings aren't symmetrically placed.
However, it's no reason not to set it to:
Approved.
I mean the general layout is very similar to your other maps. Aside that, it looks quite good of course. My fear is that you basically took a map you had already made and changed the tileset along a few other things.

Yeah some ideas in this map I wish I could change but its alright I guess, now that all mine are approved the next 2 im working on will be different from these, thanks guys!
 
Level 8
Joined
Sep 30, 2017
Messages
75
Love the layout, however: the natural expansion gold mine is sort of undefended (tree wall only, no other protection possibly in late game). The flowers really make the map memorable. I'd play on it.
 
Level 15
Joined
Nov 30, 2007
Messages
1,202
This map works best for 2v2 or FFA matchup given the layout. The flowers add a nice touch and the creeps keep on giving, if you want a game with higher level heroes than your typical game this map provides a good chanse for that*. The hero tavern and item shops are placed in such a way to encourage attack and action. This map is not for one who likes the posibility to fast expand, sure there is technically nothing stopping you, it's just at a very vulnerable position. All in all a solid map and I could see myself playing this one if you tweak a few things.

* The amount of level 2 random power up drops is in my oppinion something that should be changed. There are currently more than I care to count, and I find 4 to be more than plenty.

Discussion

I still think some of your item drops are unproportional and it's a reoccouring theme in many of your uploads. Now you might say, why does it matter? It doesn't particularly since each side has the mirror image of the other. But I find it to be a point of quality. So I'll just give my view on this subject for the last time, less i risk being annoying and repetitive.

Generally speaking the formula for item drops is:
Highest level of item drop = level of creep carrying item - 2 (some times 3 if exceptionally high creep level)

upload_2017-11-2_9-27-42.png


Red circles - The drops are too good relative dificulty.
  • Gnoll Overseer camp is insanely good, and just for comparison I think the same camp on Twisted Meadow only gives level 2 permanent item, which i think is a good level for both the orange camps marked in red.

  • The green one gives power up level 2, it's intresting that each time time you creep it you have 20% chance of gaining 50% to level 2, this means a player could run around the map and probably get 3 of them having very good odds of being level 2,5 with minimal T1 investment.

  • The Stone Golem camp should probably not drop level 2 power up.
Teal circles - The drops are not living up to the estimated dificulty of the creeps, especially compared to the red circles.
  • The level 8 Dark Wizard could probably drop a level 5 item, altough it doesn't do much damage so 4 might be okay.

  • The troll camp would probably be okay, if the red ones weren't so good. I do in general think a map should limit the amount of XP tome drops. It could possibly be level 4 or another lesser drop.
  • The Bandit Lord camps should be transformed into red ones and drop level 5-6 permanent items. Another power up!
 
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