Remixer
Map Reviewer
- Joined
- Feb 19, 2011
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- 2,112
Review - Crater Trench
(Version December 30th 2023)
Synopsis: Crater Trench is a two-player melee map featuring a large crater in the middle of the map, causing great height variations in the map that become a strong gameplay element due to the cliff-level variation. Ranged units can be very strong as they can better utilize the cliffs and the narrow passages are less problematic for them. Due to some melee-breaking flaws, the map doesn't quite reach the standard melee criteria.
Map Aesthetics: The map is interesting looking, featuring the Underground tileset which is rarely seen. I'm not so sure how well it mixes with the Loradaeron Summer, still, it's intriguing. The black edge of the map is awkwardly visible at the vertical ends and could be covered up.
Map Layout: The biggest element in the map is the crater, which is a little too prominent, leaving not enough space outside of it and players are forced to fight in the narrow corridors and on different cliff levels that quickly become clunky. The map is not properly mirrored, with the pathways from both players and the crater differing from one another drastically, actually leading units to very different spots on the map.
Neutral Objectives: There are very few neutral objectives as there are only Tavern and Goblin Merchants in addition to the Gold Mine Expansion sites. There could certainly be more creeps as the top and bottom edges of the map are largely unused territory. The item drops seem okayish, apart from the Granite Golem camps which should drop stronger items - Granite Golem is a very strong unit. I'm not a big fan of super strong creeps guarding the Gold Mines on 1v1 maps as it changes the flow of the game quite a lot.
Map Gameplay: The gameplay is affected by the routes across the different cliff levels, giving ranged and air units superiority while melee units quickly get cornered in the narrow passages, unable to reach their targets. Like your previous maps, this map also suffers from the gaps between the trees, which is a big flaw in any melee map.
Recommendations:
Fix the gaps between the trees and hilltops.
Fix the distance of the Starting Locations (they are too far away from the Gold Mines).
Fix the item drops in the camps mentioned.
Try to think how you could make the cliff-level variation work better as an intended element of the map, instead of having it hinder the gameplay - perhaps open the pathways a little and give the players an alternative pathway to go around a dangerous disadvantageous choke point?
Further Note: Having reviewed numerous of your maps, all of them have similar issues with the tree lines, gaps between trees, and open, unreachable areas that units can access. I'd like to ask if you intend to fix these issues on the maps or a selection of the maps. An alternative is to rate them as Lacking or Simple, though in such rating they're not very likely to get much attention. Most importantly I'd encourage you to fix your existing maps and avoid repeating the aforementioned issues in your future maps. If you can conclude, you can comment your decision below this post, or send a message directly to me.
Edit: Issues are not addressed, set the map to Simple.
(Version December 30th 2023)
Synopsis: Crater Trench is a two-player melee map featuring a large crater in the middle of the map, causing great height variations in the map that become a strong gameplay element due to the cliff-level variation. Ranged units can be very strong as they can better utilize the cliffs and the narrow passages are less problematic for them. Due to some melee-breaking flaws, the map doesn't quite reach the standard melee criteria.
Map Aesthetics: The map is interesting looking, featuring the Underground tileset which is rarely seen. I'm not so sure how well it mixes with the Loradaeron Summer, still, it's intriguing. The black edge of the map is awkwardly visible at the vertical ends and could be covered up.
Map Layout: The biggest element in the map is the crater, which is a little too prominent, leaving not enough space outside of it and players are forced to fight in the narrow corridors and on different cliff levels that quickly become clunky. The map is not properly mirrored, with the pathways from both players and the crater differing from one another drastically, actually leading units to very different spots on the map.
Neutral Objectives: There are very few neutral objectives as there are only Tavern and Goblin Merchants in addition to the Gold Mine Expansion sites. There could certainly be more creeps as the top and bottom edges of the map are largely unused territory. The item drops seem okayish, apart from the Granite Golem camps which should drop stronger items - Granite Golem is a very strong unit. I'm not a big fan of super strong creeps guarding the Gold Mines on 1v1 maps as it changes the flow of the game quite a lot.
Map Gameplay: The gameplay is affected by the routes across the different cliff levels, giving ranged and air units superiority while melee units quickly get cornered in the narrow passages, unable to reach their targets. Like your previous maps, this map also suffers from the gaps between the trees, which is a big flaw in any melee map.
Recommendations:
Fix the gaps between the trees and hilltops.
Fix the distance of the Starting Locations (they are too far away from the Gold Mines).
Fix the item drops in the camps mentioned.
Try to think how you could make the cliff-level variation work better as an intended element of the map, instead of having it hinder the gameplay - perhaps open the pathways a little and give the players an alternative pathway to go around a dangerous disadvantageous choke point?
Further Note: Having reviewed numerous of your maps, all of them have similar issues with the tree lines, gaps between trees, and open, unreachable areas that units can access. I'd like to ask if you intend to fix these issues on the maps or a selection of the maps. An alternative is to rate them as Lacking or Simple, though in such rating they're not very likely to get much attention. Most importantly I'd encourage you to fix your existing maps and avoid repeating the aforementioned issues in your future maps. If you can conclude, you can comment your decision below this post, or send a message directly to me.
Edit: Issues are not addressed, set the map to Simple.
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