mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Hooray it's a review!
First of all I really like the visual theme an in particular the color palette. It's quite unique and works out well. A lot of nice details in some parts too.
Regarding gameplay:
1. Layout is good. Maybe a few too many choke points in the center.
2. The stonemaul ogre itself seems ok, but with the double buffs from his fellow creeps that camp is quite tanky. But I agree that he seems balanced, very tanky, but not really much damage.
3. It's nice to have two possible expansion spots, but with some upsides and downside.
4. I believe the gnoll warden could be a balance issue, given that he's a unit with a slow, available at t1.
5. As a human player (the secret should be out by now) I'd really like to be able to build next to labs/merc camps.
6. Early game creeping, not sure about it. No medium armor creeps at the most convenient first 2-3 creepspots is unusual. Sea giants pulverize can make for some unluck RNG.
7. The highground behind the bases could be blocked to prevent lame.
8. Interesting tavern location.
9. Yes I also could see players sticking to their side of the map during midgame.
10. Nice composition of mid-lategame creep camps.
So overall a good map. Approved.
First of all I really like the visual theme an in particular the color palette. It's quite unique and works out well. A lot of nice details in some parts too.
Regarding gameplay:
1. Layout is good. Maybe a few too many choke points in the center.
2. The stonemaul ogre itself seems ok, but with the double buffs from his fellow creeps that camp is quite tanky. But I agree that he seems balanced, very tanky, but not really much damage.
3. It's nice to have two possible expansion spots, but with some upsides and downside.
4. I believe the gnoll warden could be a balance issue, given that he's a unit with a slow, available at t1.
5. As a human player (the secret should be out by now) I'd really like to be able to build next to labs/merc camps.
6. Early game creeping, not sure about it. No medium armor creeps at the most convenient first 2-3 creepspots is unusual. Sea giants pulverize can make for some unluck RNG.
7. The highground behind the bases could be blocked to prevent lame.
8. Interesting tavern location.
9. Yes I also could see players sticking to their side of the map during midgame.
10. Nice composition of mid-lategame creep camps.
So overall a good map. Approved.