mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Based on/In addition to the reviews of:
www.hiveworkshop.com
First of all, apologies for the long delay until this review. I see a few things different from the judges, so first the technical stuff.
1. Player 1 owns to tents on the west side of the map. Those should be changed to "neutral passive". Simililarly, all neutral buildings should also belong to "neutral passive", not "neutral hostile", otherwise they will create irritating creep camp dots on the minimap, as is the case now.
2. Creeps should usually drop items of specified class (charged, permanent,..). It's not necessary, but it can be confusing and introduced more randomness than usual.
3. Creeps should be positioned that they dont accidentially attack player units that just want to pass by (for example this is the case at the central mines).
4. There should be no gaps between trees. This is super annoying to fix, but it is necessary if the maps aims to be competitive. Use the size 2 circular tool to plant trees. Use only single clisk, so that new trees align perfectly with existing trees. Nice idea to mix different trees though.
Visuals:
5. Not much tileset variation, and mostly brown which can look boring. On the other hand, visual structures helps to easily recognize the differen areas of the map, so this is good.
6. Many of the cliff-ramp tranisitions are not smooth, but visually bugged and edgy. Also, the walkable terrain normally does not extend up until the edges of the map.
Regarding gameplay:
7. I like the general layout, it's not something I have ever seen and could make for something interesting games about who can take the central mines. Especially to as a counterbalance to the strong defense that comes from teammates spawning next to each other. Would certainly be fun to play a few times, but in the long term it might become repetitive.
8. A ssome judges pointed out, some green camps would be a good idea.
9. Some itemdrops are borderline too strong.
10. More variation for creepcamps would make it more interesting (also the the creeps should not face weird directions).
That's it for now. Imo 1 needs to be fixed and 3 needs to be at least significantly improved. Addressing some of the other issues would also help the map. Until then, map set to Awaiting Update.
Melee Mapping Contest #7 - Results
>> Download All Entries! amulet spell shield). /20 Terrain Really cool look, but it wasn't intuitive to me that I couldn't walk on water in certain spots, or which paths were open or not towards an expand /19 Creativity Fairly conservative in terms of gameplay /8 Technical - /5 /88...

First of all, apologies for the long delay until this review. I see a few things different from the judges, so first the technical stuff.
1. Player 1 owns to tents on the west side of the map. Those should be changed to "neutral passive". Simililarly, all neutral buildings should also belong to "neutral passive", not "neutral hostile", otherwise they will create irritating creep camp dots on the minimap, as is the case now.
2. Creeps should usually drop items of specified class (charged, permanent,..). It's not necessary, but it can be confusing and introduced more randomness than usual.
3. Creeps should be positioned that they dont accidentially attack player units that just want to pass by (for example this is the case at the central mines).
4. There should be no gaps between trees. This is super annoying to fix, but it is necessary if the maps aims to be competitive. Use the size 2 circular tool to plant trees. Use only single clisk, so that new trees align perfectly with existing trees. Nice idea to mix different trees though.
Visuals:
5. Not much tileset variation, and mostly brown which can look boring. On the other hand, visual structures helps to easily recognize the differen areas of the map, so this is good.
6. Many of the cliff-ramp tranisitions are not smooth, but visually bugged and edgy. Also, the walkable terrain normally does not extend up until the edges of the map.
Regarding gameplay:
7. I like the general layout, it's not something I have ever seen and could make for something interesting games about who can take the central mines. Especially to as a counterbalance to the strong defense that comes from teammates spawning next to each other. Would certainly be fun to play a few times, but in the long term it might become repetitive.
8. A ssome judges pointed out, some green camps would be a good idea.
9. Some itemdrops are borderline too strong.
10. More variation for creepcamps would make it more interesting (also the the creeps should not face weird directions).
That's it for now. Imo 1 needs to be fixed and 3 needs to be at least significantly improved. Addressing some of the other issues would also help the map. Until then, map set to Awaiting Update.