- Joined
- Nov 9, 2006
- Messages
- 2,561
Presentation:
Your presentation is great.
I love seeing plenty of screenshots and a detailled documentation.
This is what melee players are looking for as well when downloading.
Green Camps:
The level 14 camp seems a little too juicy i think, could bump up the level to 15 or adjust it in other ways.
A level 10 safe expansion is also way too easy for humans.
Level 12-16 is the average, but you can sort of calculate it depending on how much duration milita has left until they get there.
Less milita time = lower total level.
Goblin shop needs anti-air.
Red Camps:
The red creep camps won't get crept at all, so you should reduce the levels down to 21 max.
Except the one by the waygate, that one can stay.
For smaller 1v1 maps the max level for a red camp is usually like 21, unless the camp has a high quantity of low level creeps.
This level cap can be broken if the match duration extends 20+ minutes or so (Using Twisted Meadows as an example).
Mana Fountain:
With how hard the mana camp is, nobody will be able to creep it, but heroes that enjoy mana will be able to exploit it.
Basicly blademaster can sip the mana juice and nobody else can unless they purchase an invisibility potion.
So the players will take turns exploiting the mana and harass workers.
That's how i would see people play this map.
I could see the fountain be replaced by a marketplace with something like a level 20 camp.
Alternatively remove fountain and have a level 6 creep + rune of rebirth.
Which would be great for a final push with food capped.
Exploits:
Mana Fountain alredy mentioned.
Green camp by waygate can be pulled into waygate, resulting in them trying to return and walking into enemy base.
Level 10? dragon can be Hexed and exploited into enemy base.
Gameplay:
With several camps being at the center, it means that this will be an aggressive map with lots of conflicts over interest.
It's hard to say how the gameplay will break down with this many things going on the map.
One thing seems for sure, the juicy stuff seem to be in the top half, so that's where people will play.
Mayb the middle expansion can be reduced to 18 so that a player could sneak in an expansion as a risky play.
Terrain:
The layout is pretty strong here.
It's visually distinct.
Good blend of open to closed areas.
Visually speaking it's nice looking.
Though i do feel like you use too many themes at once.
Tree types could be reduced to 2 or maybe 3, i count like 6 different types here.
In certain areas you use too many different texture titles in one place.
Basicly just reduce the visually noise in some areas (see purple on attached picture)
Overall:
Strong layout, balance is a bit wonky, terrain could be simplified by subtraction of elements.
Needs a few tweaks and it'll become good.
Your presentation is great.
I love seeing plenty of screenshots and a detailled documentation.
This is what melee players are looking for as well when downloading.
Green Camps:
The level 14 camp seems a little too juicy i think, could bump up the level to 15 or adjust it in other ways.
A level 10 safe expansion is also way too easy for humans.
Level 12-16 is the average, but you can sort of calculate it depending on how much duration milita has left until they get there.
Less milita time = lower total level.
Goblin shop needs anti-air.
Red Camps:
The red creep camps won't get crept at all, so you should reduce the levels down to 21 max.
Except the one by the waygate, that one can stay.
For smaller 1v1 maps the max level for a red camp is usually like 21, unless the camp has a high quantity of low level creeps.
This level cap can be broken if the match duration extends 20+ minutes or so (Using Twisted Meadows as an example).
Mana Fountain:
With how hard the mana camp is, nobody will be able to creep it, but heroes that enjoy mana will be able to exploit it.
Basicly blademaster can sip the mana juice and nobody else can unless they purchase an invisibility potion.
So the players will take turns exploiting the mana and harass workers.
That's how i would see people play this map.
I could see the fountain be replaced by a marketplace with something like a level 20 camp.
Alternatively remove fountain and have a level 6 creep + rune of rebirth.
Which would be great for a final push with food capped.
Exploits:
Mana Fountain alredy mentioned.
Green camp by waygate can be pulled into waygate, resulting in them trying to return and walking into enemy base.
Level 10? dragon can be Hexed and exploited into enemy base.
Gameplay:
With several camps being at the center, it means that this will be an aggressive map with lots of conflicts over interest.
It's hard to say how the gameplay will break down with this many things going on the map.
One thing seems for sure, the juicy stuff seem to be in the top half, so that's where people will play.
Mayb the middle expansion can be reduced to 18 so that a player could sneak in an expansion as a risky play.
Terrain:
The layout is pretty strong here.
It's visually distinct.
Good blend of open to closed areas.
Visually speaking it's nice looking.
Though i do feel like you use too many themes at once.
Tree types could be reduced to 2 or maybe 3, i count like 6 different types here.
In certain areas you use too many different texture titles in one place.
Basicly just reduce the visually noise in some areas (see purple on attached picture)
Overall:
Strong layout, balance is a bit wonky, terrain could be simplified by subtraction of elements.
Needs a few tweaks and it'll become good.
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