- Joined
- May 21, 2013
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- 1,636
Dont forget to write in the contest topic that you are participating and if you link the map you will be added to the contest list.
good luck.
good luck.
(0 ratings)
Dont forget to write in the contest topic that you are participating and if you link the map you will be added to the contest list.
good luck.
Thanks,
How do I add my name to the list? Do I put a link on contest page in the comments?
-Creeps should generally never be placed in an area where you would walk. Put them in contained areas.
-Satyr Shadowdancer has curse and is a pain to creep, should be limited to x1 Satyr per camp.
-Furlbolg Shaman has rejuvenation and is a pain to creep, should be limited to x1 Shaman per camp.
-Spiders has poison, which is bad for HU, use with restraint.
-Map needs more troll trappers, lockdown for creepjacking is essential.
-Pretty sure lab camp will get aggroed from other camps, put camp aggro on them.
-Goldmine + Debris is a nice visual combo, bushes are cherry on the cake.
-Lightning lizards should be used sparingly, aoe attack is bad for HU. Doesn't suit smaller 1v1 maps because they belong to a niche category of creeps.
-Change drop on safe expansion from charged 4 to charged 3 + perma 1. Charged items are very strong for their level. (Charged 3 is like a Permanent 3.5 or 4)
Some quick-look feedback:
- The map is flat, try using raise/lower tool to make it feel more natural.
- While the terrain looks ok, try to be more playfull with it. Some areas lack tile variations (only grass + vines in the north for example)
- There are gaps in the treeline, be careful about those since some units can hide in them.
- Some creeps will attack bypassing units, that should be avoided if possible.
- Many item drops feel to be too generous.
To sum it up, the map looks and feels ok-ish but some balance and visual patch would be still welcomed.
So, the current version of this map is not bad, but to be honest it's not great either.
Positives:
-Barely any gaps between trees.
-Unique layout.
-Reasonable creep camps.
-Interesting idea with the sentry wards. Not sure how
Negatives/Questionable stuff:
-Creeps at expanions should not be on camps stance ("blue"). On the other hand, why are the creep in the southern passage not on camp stance?
-Itemdrops at shops and gold mines are stronger than they normally are, but maybe rather add a lowleve creep there instead of changing the itemdrop.
-Many creepcamps drop just one item and not the powerup that is commonly seen at brown/red camps.
-Direct path from main bases blocked by creeps, if you attack the enemy main base, your reinforcements will most likely be killed. This is probably intentional, so yeah, doesnt have to be changed.
-All those doodads near the expansions will look sily if an undead expands there.
-The spider spot in the top corners look far away, maye just move them to an area where they are easier to reach in the earlygame.
-Large parts of the map look kinda monotone.
-Some ramps near the labs/merc camps are really small. This can be annoying for 50 supply armies already.
So, if it would be just 2-3 of those negatives, I would probably approve the map. But right now, I think you could change a few (but not necessarily all) of them, and the map would benefit. Therefore map set to Awaiting update.