mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
New conspiracy theory, proven by this map: @Mr.Henci and @Zucth are the same person.
So... I'm still not a fan of red-ish maps. Here in particular, the strong red-green contrast is quite stressful for my eyes. Weirdly, it works much better on the minimap.
In terms of gameplay:
1. The terms of gameplay, the map feels fairly standard: The usual neutral buildings, fair itemdrops, some highground terrain. The fountainst not that common, but not unheard of either.
2. The big exception of this are of course the creeps, which are mostly.... Ashenvale style? I dont really see why, since according to the description, the map is located in Azeroth. In any case, I dont see an obvious problem with the creep choices. The relatively high number of dark troll high priests can be a nuisance, but not real issue.
3. Unfortunately, (at least) two camps can aggro by accident: The camp at the shop in the south and the northern murloc-elemental camp.
4. I like that there are many possible creep routes right from the start. But maybe some creepcamps are actually too safe to take, with the lab offering highground vision advantage, and at the merc camp the harasser cant really see what he's running into while approaching the camp.
Overall not a bad map, but I'd say it shows that this is an older map of yours. Nevertheless, the minor aggro issus are not enough reason to not approve the map.
So... I'm still not a fan of red-ish maps. Here in particular, the strong red-green contrast is quite stressful for my eyes. Weirdly, it works much better on the minimap.
In terms of gameplay:
1. The terms of gameplay, the map feels fairly standard: The usual neutral buildings, fair itemdrops, some highground terrain. The fountainst not that common, but not unheard of either.
2. The big exception of this are of course the creeps, which are mostly.... Ashenvale style? I dont really see why, since according to the description, the map is located in Azeroth. In any case, I dont see an obvious problem with the creep choices. The relatively high number of dark troll high priests can be a nuisance, but not real issue.
3. Unfortunately, (at least) two camps can aggro by accident: The camp at the shop in the south and the northern murloc-elemental camp.
4. I like that there are many possible creep routes right from the start. But maybe some creepcamps are actually too safe to take, with the lab offering highground vision advantage, and at the merc camp the harasser cant really see what he's running into while approaching the camp.
Overall not a bad map, but I'd say it shows that this is an older map of yours. Nevertheless, the minor aggro issus are not enough reason to not approve the map.