Hi Shadow Fury!
Thank you for your attention and critic!
In generell your negative comments - espesially about CREEP CAMPS AND ITEM DROPS - are convincing me - if it would be a melee map! I think I should had not defined the map as a melee map. So that is a fault. OK. You point less or more out that it is not a melee map, i got it. So now it's not a melee map but a strategic/risk Map. Maybe I am just a bad melee map designer therefore.
(I appreciate the importance of following definitions, they make sence)
"There is seriously a catastrophic pandemonium" Haha.. yes. and no, coz since it's no melee map no more, it's just a pandemonium?
At first I let you know, that I (I think so
) knew in most cases what I did. I am not in filling the formal needs as usually known but to change it creativily. And I ckecked the map many times with the AI. As you said, it's well-balanced, just because I spend a hell of time for that. If it works there it will supposingly work with hman players too, although I am curios to know about those experiences from you while playing it.
Besides the tavern i.e. the placement of the Goblin Laboratory, which is selling an Infernal Juggernaut, directly near a goldmine is a bold thing, too. I know that and as a player it gives you new opportunites and new dangers: You have to watch it, invisible enemies may buy one there.
The kind of dropped items are because of the strong creeps around. I got the experience that to overcome the forgotten one you need to be strong. Especially the AI need them, because the creeps are quite strong and if the AI player is to weak he will "starve to death". And because before sweeping away the Forgotten One or getting through the pit you don't encounter the other party and can't probably getting stronger while killing their hereos. The strong creeps then are needed to win time, to prevent virtory with only rushing. But I will admit that the chosing of the itmes is not at all well done. Thats why I please you to play it to experience it.
"ensure that army fights will not be hampered by too small battlefields." I just can say, that I had no problems. My AI enemies had no problems, too. Using the possibilites of the terrain here is to make sure that the battles are happeing in the plain next to the middle goldmines. At least I do so. You can support that strategie with towers at the higher leveled plain, placing landmines at the entrances of the canyon and at the pass to the plain where the second goldmines are, to cover a retreat. The middle plains I made for the battles. I many times, with good timeing, have been able to place neatly an army with all it means like distance and melee firepower properly orderd there to give the incoming enemy a warmly welcome.
I am glad to hear that you like the path to the towers and the towers. Funny, that I am still not sure, wether the Reveal towers are needed. But It shows you one of the ways I like to design: Adding nice and new features because they are nice and seeing what they are good for, of course with some sence.
So at all thanks for your advices and I hope that map will be approved because now "as the creep camps and item drops are totally unacceptable" is meant for a melee map, its not a melee map no more.
Btw: "The first creeps I stumbled across were the wyvern rideless (no problem with them, they are useless though) and... A Forgotten One! "
I wonder how's that. Hence you made all the way to the canyon at nighttime, letting all the former creeps alive, don't gathering their items? (Coz the creeps on that way are sleeping) Did you level up before? If you leveld up to a certain firepower you can bet, that the AI enemy is at the Forgotten One too. If you did not, you may quite for sure fail to overcome the Forgotten One then. You got a bloody nose with a straight forward strategy, huh? That's what I wanted
)
Thanks, apcrabnightlive,
hope you enjoy playing it.