Review:
The Good:
(+) Great X middle design
(+) Healthy neutral grounds with rewarding neutral buildings for access
(+) Great balanced Tavern locations
(+) Overall balanced gameplay
(+) Enough gold mines for resources
(+) Fun to play, of course
The Bad:
(-) While the X design was great and innovative however it made the map inflexible
and stressful on managing structures
(-) Hilltop mines in left, right, up and down are too high and over exaggerated
(-) The mud golems are facing at the ogre himself and may look a little odd
(-) You'll run out of lumbers very fast unless you're playing Night Elf, the tree formation may also look like they're lined up and doesn't look too good
(-) Red Dragons in the middle seems to be very ignorable, don't know why
(-) The Dragons in the corner gold mines are annoying, they should've been land units
(-) Both you and I suffers from the same problem. Our melee maps really needs more doodads
My Score: 3.5/5
The hilltop gold mines are the biggest flaws, but to sum it up its a fine and a darn good map.
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(Oct. 30, 2011) Edited Comment to my review:
Just checked and played the map once again, sorry for the long delay for feedback and all. Anyway, the map really improved and was even further polished than the last time. There are more abundant trees to be gathered and a lot doodads were implemented around the map. However, the same creep position problem may get in your way, the Ogre's at the Goblin Merchant are facing backwars, the early Mud Golems and Ogre creeps are faced at the wrong direction. Also, the flexibility issue is still there but I don't think you would fix that anytime soon, 'coz your going to recreate the entire terrain so I don't really blame you for that. The over exaggerated hills were also fixed, so it actually feels natural, while some ramps along the mountain may have some uneven ground spiked and may not look pretty. So for now, may rating remains the same.
My Score:
3.5/5
Lemme know once this map is updated once again, Imma gonna check it out