Rui's review for "Anarchy Castle" (melee map by WorpeX)
"Anarchy Castle" is a balanced melee map which works well for either team, solo, or free-for-all games.The landscape is decent: the layout is fair and there is ground texture variation (not of my liking, I admit, but it is present). There is no elevation, but city tilesets, such as Dalaran, usually serve as an excuse for this.The only lacuna I found was that there is next to no action on the center of the map.
Neutral buildings leave their doubts on you. There is a Tavern in the middle, which is alright. I see no problem with the Waygates either, but I also find no good reason to have them; they remove even more life from the central area of the map. The Gold Mine next to your base does not leave me particularly amused either. While they serve as a quick expansion, they're easy to maintain and they're close to your base, which means they can attack you too early if they find you building too close (which is what happened in the game I just played), and they can still be lamed with towers if you lure them.This is not too big of an issue. The issue I wish to point out are the positions of the Goblin Laboratory and the Goblin Merchant, which I think should be switched. The Merchant should serve more as a friendly spot in the middle of the battlefield (see Blizzard's "Turtle Rock", for example), while the Goblin Laboratory has plenty of other uses, and considering the expansions are so easy to get, sneaking a Goblin Sapper into the enemies' base would be a good idea!
Third, the creeps. They're quite well chosen. I especially like the presence of the Berserk Elemental on the close Gold Mines, since it can cast Frost Nova, which grants the hostile spot will deal some damage to your units even if you attempt to make some smart hit and run stratagem (which I mentioned earlier).The drops, which are the doomsday of the majority of the melee maps around, are not badly set either. I have a few recommendations, such as a Lvl4 Charged for the Elemental (instead of Lvl4 permanent), Lvl3 Charged for the Enforcer of the Merchant and no drop for the Rogue Wizard (in place of the Lvl2 permanent for the first and the Lvl1 powerup for the latter), and perhaps a Lvl2 permanent for the Murlocs (from a lvl2 powerup).My complaint ends right there!
On a last, more personal note, I believe the gates should be removed. You came with an explanation as to why the gates were there on your other 1vs1 map, but I see no motive to have those gates here. While they don't prevent you from playing with the AI or cause it to malfunction, their presence doesn't allow it to use all its potential. I don't understand what's the problem with playing with computers, but in my opinion, you should be able to play with both AI and normal players.My rating for this map is 3,5 out of 5, which rounds up, of course, to a 4 (Recommended). My thumbs up for this map (Approval vote)!
EDIT: This is a little exception to the rule, but I have placed the map on Reviewed status. The resource is now on the Medieval/Warcraft category, its right one.