mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 866
I'll just ignore the tileset this time.
About gameplay:
1. There is a jungle stalker/sea elemental camp missing east of the center.
2. Itemdrops are highly nonstandard and weird. I dont want analyze every single table, but suffice to say that this makes the map unsuitable for competitive/ladder play, even though it can still be fun against friends/AI.
3. Basically, all of the central creep camps have aggro issues.
4. Iirc I mentioned this before, but naga units have completely imbalanced stats compared to regular creeps. At least they might drop a good item, but there's also a chance it will be rather useless for some armies (i.e. the orb of darkness).
5. Except for that, the creeps look sensible.
6. There are lot of fun ideas in many places: The unguarded mines, the two-side-access shops, the starting position layout, the fountain locations, the middle layout and maybe some others. Overall, imo the map therefore has a lot of potential.
7. The defiled fountains serve no point for gameplay, and I'd rather remove them in order to avoid confusion.
8. For 4v4, the map could be more open in some places.
So overall, I have a mixed impression of this map. At the very least 1 and 2 should be fixed/improved. Therefore map set to Awaiting Update. Some streamlining of the items might also be worth thinking about.
About gameplay:
1. There is a jungle stalker/sea elemental camp missing east of the center.
2. Itemdrops are highly nonstandard and weird. I dont want analyze every single table, but suffice to say that this makes the map unsuitable for competitive/ladder play, even though it can still be fun against friends/AI.
3. Basically, all of the central creep camps have aggro issues.
4. Iirc I mentioned this before, but naga units have completely imbalanced stats compared to regular creeps. At least they might drop a good item, but there's also a chance it will be rather useless for some armies (i.e. the orb of darkness).
5. Except for that, the creeps look sensible.
6. There are lot of fun ideas in many places: The unguarded mines, the two-side-access shops, the starting position layout, the fountain locations, the middle layout and maybe some others. Overall, imo the map therefore has a lot of potential.
7. The defiled fountains serve no point for gameplay, and I'd rather remove them in order to avoid confusion.
8. For 4v4, the map could be more open in some places.
So overall, I have a mixed impression of this map. At the very least 1 and 2 should be fixed/improved. Therefore map set to Awaiting Update. Some streamlining of the items might also be worth thinking about.