Remixer
Map Reviewer
- Joined
- Feb 19, 2011
- Messages
- 2,113
Review - Sandstones
(Version June 1st 2023)
Description: This map does not meet standard melee criteria or quality.
Terrain: The terrain, while thematically consistent, leaves a little unpolished impression. The city cliff parts are very symmetric and synthetic looking and could benefit from variation and facelift with decorative props. The other hilltops look quite barren with only trees decorating their tops and surroundings. Perhaps you'd like to take a look at other melee maps and try to see how they carry out decoration. The biggest issue regarding terrain however is the placement of trees, with small and big gaps between and behind the tree lines everywhere - this must be fixed. Overall your terrain could use a lot more visual engagement, but also make sure it does not become cluttering or visually overwhelming. Also, try to avoid having the black map border directly exposed to the players as it is very immersion-breaking.
Layout: The layout itself is fine, though it offers little strategic points. The bases positioned on high ground can be an interesting approach and perhaps something you could further emphasize on the map, making the map play out more like a hold-the-fort kind of melee map. Apart from the bases, the map is very open. The expansion sites, Mercenary Camps, and Tavern are contestable objectives as they are not split for each player.
Creeps: The creeps thematically fit the map and create plausible camps to take. The positioning of the creeps does not support a very logical creeping route, the two weakest camps being on opposite sides of the base. The item drops for many of the camps could be stronger (especially Power Up is quite a weak drop), but getting a Level 1 Permanent item from a Level 11 creep camp is not quite as rewarding as it should be. You could take a look at other melee maps and see their creep camp-item drop ratios and try to mimic them or take a look at melee mapping tutorials to get a better understanding of how the item drops should correspond to the creep and objective strength.
Gameplay: The gameplay can work for a match between friends, but overall the map feels and looks unfinished. The gaps between trees and somewhat awkwardly placed creep camps, with inconsistent item rewards, can feel frustrating and do not serve the typical melee progression.
Recommendations:
Fix the gaps between the trees to prevent small units from entering into the tree lines, and also remove large gaps between them, since for example, Humans could build Farms for the safety of the trees, thus giving an unfair advantage. You should also adjust the item drops of the creep camps, perhaps also reposition some of the creep camps to give a better flow to the creeping: think how players would need to move around the map to kill the camps in a logical order to power up their heroes and change accordingly, you can also look at other melee maps for reference. The terrain works but is quite lacking and is something you might want to put more work into.
(Version June 1st 2023)
Description: This map does not meet standard melee criteria or quality.
Terrain: The terrain, while thematically consistent, leaves a little unpolished impression. The city cliff parts are very symmetric and synthetic looking and could benefit from variation and facelift with decorative props. The other hilltops look quite barren with only trees decorating their tops and surroundings. Perhaps you'd like to take a look at other melee maps and try to see how they carry out decoration. The biggest issue regarding terrain however is the placement of trees, with small and big gaps between and behind the tree lines everywhere - this must be fixed. Overall your terrain could use a lot more visual engagement, but also make sure it does not become cluttering or visually overwhelming. Also, try to avoid having the black map border directly exposed to the players as it is very immersion-breaking.
Layout: The layout itself is fine, though it offers little strategic points. The bases positioned on high ground can be an interesting approach and perhaps something you could further emphasize on the map, making the map play out more like a hold-the-fort kind of melee map. Apart from the bases, the map is very open. The expansion sites, Mercenary Camps, and Tavern are contestable objectives as they are not split for each player.
Creeps: The creeps thematically fit the map and create plausible camps to take. The positioning of the creeps does not support a very logical creeping route, the two weakest camps being on opposite sides of the base. The item drops for many of the camps could be stronger (especially Power Up is quite a weak drop), but getting a Level 1 Permanent item from a Level 11 creep camp is not quite as rewarding as it should be. You could take a look at other melee maps and see their creep camp-item drop ratios and try to mimic them or take a look at melee mapping tutorials to get a better understanding of how the item drops should correspond to the creep and objective strength.
Gameplay: The gameplay can work for a match between friends, but overall the map feels and looks unfinished. The gaps between trees and somewhat awkwardly placed creep camps, with inconsistent item rewards, can feel frustrating and do not serve the typical melee progression.
Recommendations:
Fix the gaps between the trees to prevent small units from entering into the tree lines, and also remove large gaps between them, since for example, Humans could build Farms for the safety of the trees, thus giving an unfair advantage. You should also adjust the item drops of the creep camps, perhaps also reposition some of the creep camps to give a better flow to the creeping: think how players would need to move around the map to kill the camps in a logical order to power up their heroes and change accordingly, you can also look at other melee maps for reference. The terrain works but is quite lacking and is something you might want to put more work into.