Hi, here is my review to maybe help balance your map if you're interested:
First here is the good points:
Highly unique which is a good thing, but I think it can be 'toned down' to cater toward a more balance melee style. Nothing wrong with unique, but you have to consider imbalances and melee player frustrations if they werre to play on your map, I like the middle idea with the waterway cutting through the middle, and the terrain.
Here's what I would change or add
1) Firstly, the lighter saturation of the map is fine, but it's a bit too strong/bright. Tone this down a little. It's ok to have it but not as much as you have now.
2) The entrances too the main bases are much too tight and abusable. Open this up more and add some non-buildable terrain around the entrance. Currently it's 1 small choke point which can be blocked off with a lumber mill / towered up heavily creating anti-fun and abusable games.
3) Consider making another entrance point on the other side of the 'triangle-shaped' base layout. For example if you look at the bottom base. Create another opening symmetrical to the opening on the right-side of the triangle so you got another entrance point on the left side of the traingle leading to where the red camp is. Obviosuly, you would have to remove the red camp, which I think is also a good thing, ( ill get to the red camps in a second)
4) If you were to create another opening, I would move the main bases down and make them facing up / facing down (north/south) symmertrically at the bottom of the triangle layout
5) Expansion is basically a non-factor and not accessible. Hard to get too, and much too hard to creep. I would personally remove the way-gates, and make the expansion closer, more open and accessible, and much easier to creep (make it orange level, not red)
6) You have no goblin merchant shop to buy boots of speed, scrolls, dust, invul etc. AN idea I had is to place it where the red camp is in the Waterway, right between the two mercanry camps. Put 1 shop there to fight over the shop in the waterway.
7) Way too many Red Camps, remove the big hydra one, and the red color'd fog you got there, and make that an additional walk-way by also removing the trees which blocks the entrance., Remove the red camp between the mercs inw aterway like i said, and replace it with orange level shop The Red camps 2 each side of the water way on the left and right, should be removed, and replaced with 1 red camp on each side of the waterway , which actually stands inside the waterway and is accessible to each player from land. This creates a camp to fight over, rather than " i creep my side, you creep yours"
Remove the Red camp close the base, and make that an area to access the main base instead as mentioned previous.
This is just a start, but I think it would clean up / tone down what could be a pretty good map otherwise.
Thanks for entering and good luck
First here is the good points:
Highly unique which is a good thing, but I think it can be 'toned down' to cater toward a more balance melee style. Nothing wrong with unique, but you have to consider imbalances and melee player frustrations if they werre to play on your map, I like the middle idea with the waterway cutting through the middle, and the terrain.
Here's what I would change or add
1) Firstly, the lighter saturation of the map is fine, but it's a bit too strong/bright. Tone this down a little. It's ok to have it but not as much as you have now.
2) The entrances too the main bases are much too tight and abusable. Open this up more and add some non-buildable terrain around the entrance. Currently it's 1 small choke point which can be blocked off with a lumber mill / towered up heavily creating anti-fun and abusable games.
3) Consider making another entrance point on the other side of the 'triangle-shaped' base layout. For example if you look at the bottom base. Create another opening symmetrical to the opening on the right-side of the triangle so you got another entrance point on the left side of the traingle leading to where the red camp is. Obviosuly, you would have to remove the red camp, which I think is also a good thing, ( ill get to the red camps in a second)
4) If you were to create another opening, I would move the main bases down and make them facing up / facing down (north/south) symmertrically at the bottom of the triangle layout
5) Expansion is basically a non-factor and not accessible. Hard to get too, and much too hard to creep. I would personally remove the way-gates, and make the expansion closer, more open and accessible, and much easier to creep (make it orange level, not red)
6) You have no goblin merchant shop to buy boots of speed, scrolls, dust, invul etc. AN idea I had is to place it where the red camp is in the Waterway, right between the two mercanry camps. Put 1 shop there to fight over the shop in the waterway.
7) Way too many Red Camps, remove the big hydra one, and the red color'd fog you got there, and make that an additional walk-way by also removing the trees which blocks the entrance., Remove the red camp between the mercs inw aterway like i said, and replace it with orange level shop The Red camps 2 each side of the water way on the left and right, should be removed, and replaced with 1 red camp on each side of the waterway , which actually stands inside the waterway and is accessible to each player from land. This creates a camp to fight over, rather than " i creep my side, you creep yours"
Remove the Red camp close the base, and make that an area to access the main base instead as mentioned previous.
This is just a start, but I think it would clean up / tone down what could be a pretty good map otherwise.
Thanks for entering and good luck