mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Again, good map.
In terms of visual, I like the idea of mixing snow and autumn tilest, which makes sense. But it could be used to give the map even more of a visual structure. Maybe it could also be fitting to use winter trees in some locations, lets say in the northeast and/or southwest. Though the Lordaeron winter trees are ofc greenish, which might not quite fit. Or you could mix in some ice trolls.
In terms of gameplay:
1. Edited merc camps: Technically this means it is no longer a melee map in a technical sense, but since the changes are just a combination of exisiting camps I'm ok with it. I dont see an obvious issue with the high priest.
2. The creepcamps are fine. I'm a litte worried about the very safe lvl 2 from just creeping the lab. On virtually competitive maps, you either need to take too camps to get lvl 2, or you have to take a camp that gives you lvl 2.3 or so, which in turn means that the creepcamp is strong enough to not be taken down too easily. Which also buffs harassing as a strategy.
3. Getting only a lvl 1 item from the 3-3-3 troll ogre camp is underwhelming. It's the same camp as on LR, and therefore players will expect the same reward. Other than that, items look good.
4. At the gnoll camp at the expansion, at least one creep should not be on camp stance. Atm, this i essentially a gamebreaking bug for competitive gameplay.
5. It's weird to have a market place in the middle, and then the mirrored camp being exactly the same, but no market palce there. While having only one market might be fine, maybe also have some slightly different campws?
6. I'd recommend to not put rocks on the northern side of forests, because sometimes they are hard to see and treants could accidentially become stuck as a consequence.
Overall, most of this is finetuning. The map as it stands is definitely on par with some blizzard maps, or even some of the old ladder maps. Still, issue 4 should be fixed. Therefore map set to Awaiting update.
In terms of visual, I like the idea of mixing snow and autumn tilest, which makes sense. But it could be used to give the map even more of a visual structure. Maybe it could also be fitting to use winter trees in some locations, lets say in the northeast and/or southwest. Though the Lordaeron winter trees are ofc greenish, which might not quite fit. Or you could mix in some ice trolls.
In terms of gameplay:
1. Edited merc camps: Technically this means it is no longer a melee map in a technical sense, but since the changes are just a combination of exisiting camps I'm ok with it. I dont see an obvious issue with the high priest.
2. The creepcamps are fine. I'm a litte worried about the very safe lvl 2 from just creeping the lab. On virtually competitive maps, you either need to take too camps to get lvl 2, or you have to take a camp that gives you lvl 2.3 or so, which in turn means that the creepcamp is strong enough to not be taken down too easily. Which also buffs harassing as a strategy.
3. Getting only a lvl 1 item from the 3-3-3 troll ogre camp is underwhelming. It's the same camp as on LR, and therefore players will expect the same reward. Other than that, items look good.
4. At the gnoll camp at the expansion, at least one creep should not be on camp stance. Atm, this i essentially a gamebreaking bug for competitive gameplay.
5. It's weird to have a market place in the middle, and then the mirrored camp being exactly the same, but no market palce there. While having only one market might be fine, maybe also have some slightly different campws?
6. I'd recommend to not put rocks on the northern side of forests, because sometimes they are hard to see and treants could accidentially become stuck as a consequence.
Overall, most of this is finetuning. The map as it stands is definitely on par with some blizzard maps, or even some of the old ladder maps. Still, issue 4 should be fixed. Therefore map set to Awaiting update.