Review - Wet Darmok
(Version September 25th 2022)
Description: Wet Darmok is a visually pleasing arena of war surrounded by a void. The visuals are pleasing and good visual clarity has been achieved. Abnormalities are present throughout the map, reminding the players of the otherwordly theme of the map.
Terrain: The terrain is very nice, although the tile usage could be improved and have more depth to it. The red Dirt gives a nice contrast to the other, more lush and vibrant hues of the ground, wish I saw it here and there more often, though it is good to not overuse it as an element. Visual clarity is very good, with a clear distinction between walkable and non-walkable areas. The pristine-looking City Scape tiles in the middle are a little weird to me - is there a reason behind them? I think the variants of Ruined Dalaran might be more fitting. The fact that the tileset is labeled as Black Citadel causes Gold Mines and other buildings to have their uberslats have red tint and grass on them, which looks very strange as most of the ground does not follow the same theme. Please See if you could change this (change the actual tileset to something else, but keep the tiles used the same).
Layout: The layout is open and straightforward which fits the small size of the map. The placement of Neutral Buildings seems very practical as well, good work. I do ask you to nudge the Mercenary Camps slightly though, so large units can walk around them (both have one spot with a small gap behind them), or make it visually more clear where units can walk and where not (Rock Spires are terribly pathed). I cannot see the connection to the Red Alert 2 map, but I am not familiar with it either - perhaps it's more of a concept-level connection.
Creeps: The creeps fit the map's theme very well and the camps are formed of logical combinations of creeps. The expansion gold mines on the edges could have slightly stronger creep camps guarding them, considering it is a 4-player map, but allowing the expansions to be taken fast can be a good thing as well.
Gameplay: The open layout and small size offer direct contact with the enemies quite early, further supported by the central placement of Tavern and early gold mine expansion options that are not clearly split between the two teams. The openness continues also in bases, making them rather vulnerable to attacks from any angle. Interesting drops such as Tome of Experience from second expansions force the teams to split rewards between the two players and also encourage them to contest the enemy side's objectives to deny a potential lead position.
Recommendations:
Nudge the Mercenary Camps farther away from the edges so units can better walk around them, or improve visual clarity of the rock spires around them (perhaps place something smaller to better indicate pathability). I'd also encourage you to change the factual Tileset of the map from Black Citadel to something else to avoid the issue with ubersplats (ground textures of buildings). Consider the feedback regarding the City Scape tiles in the center. The map filename should be written without space "(2)WetDarmok".
Overall very nice work.