- Joined
- Nov 9, 2006
- Messages
- 2,561
#1 Good layout
#2 Lots of interesting visuals, easy to visually identify where you are on the map.
#3 Could use more terrain height variations. Maybe higher terrain the closer you get to the bases.
#4 The archways near tavern could obstruct vision during gameplay. This was changed on Northeren Isles, a map from the ladder pool by Blizzard. Maybe use single columns or broken column here.
#5 All the pathways are too evenly spaced, add more space variations. Some big areas are needed where shit can go down.
#6 Juke spot for footies here (see screenshot). Footies can enter 1x1, grunts can't. May cause balance issues because it's located in a popular area.
#7 The red 27 camp is too difficult for anyone to clear in a normal game. Small maps should have max 20-22 in my opinion (depends on creep types too ofc).
#8 Cenarius area looks nice.
#9 Lab location reminds me of Last Refuge. Maybe put more effort in to make the map more distinctive from Last Refuge? I don't know.
#10 First time players won't be able to identify that theres a ramp/platform on the lab because you've hidden the edges of the ramp. Ramps are a pretty big deal because of miss chance, so players should be able to tell where it starts and ends.
#11 Level 7 camps in center are nice for Tavern heroes.
#12 There are x4 perma2 drops and x4 charged3 drops. I would make some changes for more variation. Charged3 is one of the most potent drops for UD and NE because of Greater Healing/Mana drops. Too many or too close charged3 drops is not good for balance.
#13 Theres not much incentive to creep merc. camp over all the charged3 drop camps.
#14 Always give red camps lots of space. The bear trench is very dangerous to creep (not considering their level here).
#15 Troll camp near Cenarius might be cheesed through the trees. I'm not sure how exactly, but i can see shenaningans happening here. Not meant in a bad way btw.
#2 Lots of interesting visuals, easy to visually identify where you are on the map.
#3 Could use more terrain height variations. Maybe higher terrain the closer you get to the bases.
#4 The archways near tavern could obstruct vision during gameplay. This was changed on Northeren Isles, a map from the ladder pool by Blizzard. Maybe use single columns or broken column here.
#5 All the pathways are too evenly spaced, add more space variations. Some big areas are needed where shit can go down.
#6 Juke spot for footies here (see screenshot). Footies can enter 1x1, grunts can't. May cause balance issues because it's located in a popular area.
#7 The red 27 camp is too difficult for anyone to clear in a normal game. Small maps should have max 20-22 in my opinion (depends on creep types too ofc).
#8 Cenarius area looks nice.
#9 Lab location reminds me of Last Refuge. Maybe put more effort in to make the map more distinctive from Last Refuge? I don't know.
#10 First time players won't be able to identify that theres a ramp/platform on the lab because you've hidden the edges of the ramp. Ramps are a pretty big deal because of miss chance, so players should be able to tell where it starts and ends.
#11 Level 7 camps in center are nice for Tavern heroes.
#12 There are x4 perma2 drops and x4 charged3 drops. I would make some changes for more variation. Charged3 is one of the most potent drops for UD and NE because of Greater Healing/Mana drops. Too many or too close charged3 drops is not good for balance.
#13 Theres not much incentive to creep merc. camp over all the charged3 drop camps.
#14 Always give red camps lots of space. The bear trench is very dangerous to creep (not considering their level here).
#15 Troll camp near Cenarius might be cheesed through the trees. I'm not sure how exactly, but i can see shenaningans happening here. Not meant in a bad way btw.