- Joined
- May 21, 2013
- Messages
- 1,637
1) creep to near the building area, IMO base to exposed to 3 ways of attack but is an IMO, that shape is good for multiplayers maps, but for 1v1, walling option is the safe shape.
2) you will be attacked, not a good spot for a goblin lab.
3) no x3, goldmine creeps should not be in camp mode, aggro, one side not defended, base to exposed to defend peons,
4) aggro, and is a level 20 so dangerous aggro.
5) this favours NE scouting over farm scouting, tavern area should be a bit more open.
6) they are too near both creeps. also aggro
7) gaps between trees, you can enter the mine from behind, also creeps should not be in camp mode.
8) a red creep level 30 is to much IMO for a 1v1, that is good for 2v2.
9) all terrain flat, some doodads rocks and flowers seems like floating in the void, unaturally, not like the outland floating rocks.
Overall this one is better IMO (because tavern in the middle instead merc camp and L32 creep) than Mongrel
but it should be set to awaiting update too.
Neutral buildings positions such as expanding goldmines, goblin labs and merc. camps are put in such way that harms the normal game play, plus the gaps between trees where units can walk but big dont.
neutral buildings positions including expandings, and creeps should be in U area to avoid aggro, and expandings to defend peons and mining like the main base.
the minimap looks good, it has potential, I hope to see this very improved,
good luck.
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