Review - Astranaar Outskirts
(Version May 8th 2025)
Synopsis: Astranaar Outskirts is a melee map for two players, featuring the Ashenvale tileset. The layout offers various routes around the map, with gold mine positioning that encourages active and aggressive gameplay. A functional map that follows standard melee gameplay rules.
Map Aesthetics: The overall aesthetics are nice and clean. Ashenvale (with small customizations) works beautifully, albeit the terrain looks a bit too smoothened out - it lacks contrast, as the grasses are blended almost completely, with very few sharp transitions, likewise the cliff and height variation is very muted (smoothened). I'd encourage you to check some other maps to see how contrast can be used to bring some details or elements to the front, while blending others to the background. The tile usage, while good, could also be less predictable, as the same rough ruins dirt paths go everywhere in the map with the same tile blend surrounding it in the same order everywhere. The shallow water areas (surrounded by the dark stone) are perhaps the only distinct areas on the map that really pop out. Despite my critics on the aesthetics it looks nice and is overall a solid job.
Map Layout: The layout works as it is very open and small patches of forest create a maze-like corridor layout where distinct levels or areas do not really exist - everywhere is accessible from everywhere. This is functional, yet it can lack strategic points - thus it's good you considered some keypoints of interest with the gold mince placement and creep placement. The choke points on the map (especially near the center area) are really narrow and are quite restrictive. The central gold mines, while in more close proximity of enemies, are quite sheltered due to these narrow corridors and they are perhaps not as dangerous to take as one might initially think (the enemy really has only one favorable direction to attack from, and that's from the 'wrong' side of the expansion. Overall the layout is acceptable. Could be spiced up with more high/low grounds or more strategic pressure points.
Neutral Objectives: The creep camp placement looks good and item drops seem to be of appropriate strength in regards to the creep camp strength. Good work. The goblin laboratory camp is very heavily guarded, and I wonder if it is intentional? On one hand, early access to goblin laboratory is nice, but on the other hand this map has mostly trees as obstacles and it's perhaps not even a smart idea to cut down the protective walls on your own side of the map (you could actually add other obstacles than trees, as this is quite considerable on the map). Double permanent level one drop from central green camps is acceptable, but it can be quite a hinderance if random chance does not favor you. Overall the neutral placement is solid and of good quality.
Map Gameplay: Functional melee map for two players. Doesn't necessarily bring much uniqueness onto the table. Acceptable. Approved.