- Joined
- May 21, 2013
- Messages
- 1,638
1) aggro with a L18 creep.
2) not a good shape for a goldmine, cant protect peons. gaps between trees, all flat terrain.
3) creeps too near.
4) in any melee map the center should be clean, so corners users can attack each, but with L43 creep, that cuts early land PVP.
6) you can attack the murlocs from above, the mine shape is not a good one,, plus higround near avoids to know enemy movments, very exposed and wood lacking, NE use wood to heal the towers and cast spells like rise treants of the keeper of the grove
spiders + aggro
7) aggro x2
8)asymetry, blue player exp is more safe than the others, is not fun to have the peons killed from behind.
9) more aggro
10) the river path is not a good idea, this is not SC2 where you can counter the cliff with colossi, reapers and some zerg untis that takes the enemy near you, here those are death traps for being attack from above. Thats why melee mapers use cliff very very very carefully, and many dont use cliff at all to avoid the problems they may get.
11) small path, IMO for 6 player maps, paths should be wide, more than 1v1 because it can happen that the 6 players decide to engage in the same spot.
12) the tile mix is more lacking. a lot of monotile, 2 tiles, 3 in few best cases.
Overall, same problems spoted before + some new ones, Fixing this is more hard than fix a 1v1
have good luck, try not to rush big maps.
It should be set to awaiting update.
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