mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
It's a solid map, all the "typical" mistakes are avoided. It has a unsual symmetry and combines multiple tilsets, while the creeps and items are mostly well balanced. Therefore map approved.
I have a few suggestions how to further improve the map, so that it maybe offers more possibilities:
-Main bases can only be attack from one angle, through a choke point (but at least a relativily wide one). This could give a bigger-than-usual advantage to the defender. From a player perspective, it sucks if you have an advantage that would normally (i.e. on most other maps) be big enough to finish the game, but here the opponent might still be able to turtle hin his base. The same also applies to the expansions.
-The map is somewhat linear in some areas. Maybe make the four "forests" in the middle of the map smallerby removing 3-4 layers of trees on some edges. You could add some small unpathable doodads in the middle of the current paths, imho that could make pathing more interesting. But it's a matter of personal preference. Here's an example of what I'm meaning:
-The lvl 4 permanent item at the expansion is kinda strong, I would prefer lvl 3 permanent + lvl 1 powerup.
-You vary the tiles a little more. It is nice to have the paths indicated by the "Dark Desert" tile (or whatever it is called in english, but imho it looks more natural if you also break this pattern in some places. Also, you could use the "advanced -> modify tileset" option and include some additional tiles to. In particular, this could be used to further give the northeast/southwest areas with the dead trees an even more different look.
I have a few suggestions how to further improve the map, so that it maybe offers more possibilities:
-Main bases can only be attack from one angle, through a choke point (but at least a relativily wide one). This could give a bigger-than-usual advantage to the defender. From a player perspective, it sucks if you have an advantage that would normally (i.e. on most other maps) be big enough to finish the game, but here the opponent might still be able to turtle hin his base. The same also applies to the expansions.
-The map is somewhat linear in some areas. Maybe make the four "forests" in the middle of the map smallerby removing 3-4 layers of trees on some edges. You could add some small unpathable doodads in the middle of the current paths, imho that could make pathing more interesting. But it's a matter of personal preference. Here's an example of what I'm meaning:

-The lvl 4 permanent item at the expansion is kinda strong, I would prefer lvl 3 permanent + lvl 1 powerup.
-You vary the tiles a little more. It is nice to have the paths indicated by the "Dark Desert" tile (or whatever it is called in english, but imho it looks more natural if you also break this pattern in some places. Also, you could use the "advanced -> modify tileset" option and include some additional tiles to. In particular, this could be used to further give the northeast/southwest areas with the dead trees an even more different look.