Moderator
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Moderator
12:42, 4th Sep 2008
Septimus:
http://www.hiveworkshop.com/forums/805629-post2.html
Septimus:
http://www.hiveworkshop.com/forums/805629-post2.html
(1 ratings)
ReviewNotice & ContactThis map had been examined by Alexis Septimus.
If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under certain circumstances. It would be selfish to request constantly a mod/admin to keep review your map as there is many other maps waiting for approval as well.
However, if you still insist of another review after it had been review for second time. Feel free to contact other admin.
To contact Alexis Septimus, please click thisVisitor Message.Map Review1) Terrain - Bad (2)
2) Trigger -
3) Minor Error - Horrible (1)
4) Major Error - Bad (2)
5) Replay Value - Average (3)
6) Fun factor/gameplay - Average (3)
7) Use of imported material -
8) Single player -
9) AI support -
10) Camera -
11) Originality -
12) File Size - Excellent (5)
13) Internet/LAN Friendly -
14) Balancing -
15) Packaging - Excellent (5)
16) Credits -
17) Storyline - Bad (2)
18) Theme -
19) Protection - Excellent (5)
20) Quality - Average (3)
21) Description/Information/Detail - Excellent (5)
22) Hiveworkshop rules & regulation - Excellent (5)
23) Game Mode -
24) Function -
25) Unit Placement - Horrible (1)
Total Accumulation Point : 42/65 * 100 + (-33) (Review) = 31.61
[+] -
[!] -
[-] - Neutral passive should never drop item.
[-] - Placing alternate gold mine to close to other neutral structure.
[-] - Every unit drop item, it usually should be the only highest level among those creep that drop item.
[-] - Item drop inbalance
[-] - Every creep facing position is random
[-] - Lack of destructible/doodad such as rock, flower and etc etc to make it have forest environment feeling.
[-] - Some shop unguarded such as goblin laboratory.
Review : Ok, the packaging look great. Unfortunately, it isn't as good as it sound.
First of all, those item drop isn't fair and sometimes those low level crep drop something that are too powerful while the high level creep drop a item that are rather weak.
Infact, every monster drop item. It should be the big boss among those creep that drop item, not all of them drop it.
Not forget that those creep facing position, I notice some creep guarded a neutral structure such as dragon just facing the north-east. They should be facing the area where their enemy would be coming.
Neutral passive should never drop item at melee map, if you view every melee map that ever exist. You would notice this is the first priority and rules that you must abide as well.
I also notice that some neutral creep like gnoll is too close to teal base, move it further or else the player could have disadvantage.
And what is the big idea adding goblin laboratory beside gold mine ?
The terrain could use a better improvement by adding some destructible/doodad on it.
Finally, the storyline doesn't seem to impress me at all. It just look like any other storyline that would be used at other melee map. A good storyline is crucial if you want to cover some weak spot of this map such as wrote a note like "Those monster lurking around the area carry a valuable treasure around them". Such a statement could indicate that every creep in the map drop item.
But, I still recommend the storyline to stay on the line/standard of a melee map.
Another -33 points for this map.
Septimus Score SystemAwful: 1-10
Unacceptable : 11-30
Lacking : 31-49
Useful : 50-69
Recommend : 70-90
Highly Recommend : 91-100
Director Cut : 101-105
Sub-Zero : 106+Rating & Miscellaneous informationScore - 32
Rating - 2/5
Condition - Bad
Status - Approve
Review - 1
ReminderThe map might not be fully tested, if any user of the map found bug/error or anything else.
Feel free to contact Alexis Septimus by clicking thisVisitor Message.
Thank you for reviewing my map.
I put drops on the neutral passives because I wanted a secret or two that will help the player..
And, yeah, the terrain's not that very good, but it's pretty decent, compared to bland terraining.
I looked at this map again, and saw that it has the flaws you have said.
I'll keep them in mind next time I create another melee map.
Edit: I'm a fan of goblin laboratories... Hehe.
The neuts facing a different direction was just put up because I didn't think that it was important.
Now that I know, I will properly face them next time.
Very very much thanks again, reviews like these really helps newbies like me(even if I have world editor a long time ago, just went into hibernation).
Actually, this would lead the map into rejection especially a melee map.
And yes, facing direction is important including the storyline of the map.
The main reason why it lead to rejection is because it give 1 player a unfair advantage, at melee map everything should be equal. A player that doesn't know the existence of it would have disadvantage.