mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 866
This is a promising map, like it's bigger brother. Looks are fine (for exceptions see below). Layout too. Having 3 "contested" gold mines on the diagonal is something I haven seen before, and I like it. Islands as always will rarely be relevant though. Good to have the labs nearby.
Still there are several details which I do not like:
1. Creeproutes: normally after taking 2 creepcamps, player will expect that their first hero is lvl 2. This is not the case after taking 2 out the 3 green near the bases.
2. Since theses are also weak green camps, AoW- and militia-creeping is not really worth it, which nerfs hu and ne quite a lot.
3. I'm not a fan of using too many city buildings, since they can obstruct vision. For example, if players dont activate health bars, they might not even realize that there is a gnoll poacher (or the time which he will drop) here:
4. Gaps between buildings:
5. Bugged unpathable tiles (red) and ramp-cliff-transitions (orange). They are hard to redo, but still they can be highly irritating ingame:
6. In the south, the playable area come very close to the edges of the map, while in the north there is alot of space. Maybe considering modifying the map boundaries (unfortunately, some doodads would be removed in the process).
7. As used to be the case with the 4v4 version, some itemdrops are a little bit too strong, or the creepcamps are too weak: Here it is the merc camp and the market.
8. While the creepcamps are perfectly fine in terms of balance, there is not much variety in terms of creeps. It's bandits and dark wizards everywhere. Why not include some different kinds of creeps, like you did for the 4v4 version?
That's all for now. Imho 1 (unless it is intentional), 2, 4 and 5 should be improved/fixed
Still there are several details which I do not like:
1. Creeproutes: normally after taking 2 creepcamps, player will expect that their first hero is lvl 2. This is not the case after taking 2 out the 3 green near the bases.
2. Since theses are also weak green camps, AoW- and militia-creeping is not really worth it, which nerfs hu and ne quite a lot.
3. I'm not a fan of using too many city buildings, since they can obstruct vision. For example, if players dont activate health bars, they might not even realize that there is a gnoll poacher (or the time which he will drop) here:
4. Gaps between buildings:
5. Bugged unpathable tiles (red) and ramp-cliff-transitions (orange). They are hard to redo, but still they can be highly irritating ingame:
6. In the south, the playable area come very close to the edges of the map, while in the north there is alot of space. Maybe considering modifying the map boundaries (unfortunately, some doodads would be removed in the process).
7. As used to be the case with the 4v4 version, some itemdrops are a little bit too strong, or the creepcamps are too weak: Here it is the merc camp and the market.
8. While the creepcamps are perfectly fine in terms of balance, there is not much variety in terms of creeps. It's bandits and dark wizards everywhere. Why not include some different kinds of creeps, like you did for the 4v4 version?
That's all for now. Imho 1 (unless it is intentional), 2, 4 and 5 should be improved/fixed