mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Hi, always nice to see new melee mappers. Making a 16 player map to start with is an amibitous project, and it isnt a bad one. It is probably unavoidable that you make a few rookie mistakes (dont take it personally). However, note that I typcially look at maps with the question "Would that map work as a balanced ladder map?" If this isnt your main priority, then my comments are not that relevant for you.
-Trees. The forests have holes and are not dense. A explained it here: (24) Legion Mana Temple 1.0a and also holds for your map. In particular, there are paths for small units leading directly from the goblin labs etc to the market place in the mid.
-The areas on top of the cliffs are open for pathing, so players can drop siege units up there which many will consider laming gameplay. Nightelves could even build a Tree of life up there. Maybe consider using pathing blocker doodads or others to prevent this.
-The creep camps in front of the goldmines are set to the (blue) camp stance. Again, see my comments in the other thread why this should be avoided. Maybe it is ok for the middle gold mines to reduce the risk of creeps randomly attack units that walk past, but for the starting positions I think it should be changed.
-You are mixing items of variable levels for the itemdrops. Even though the blizzard item levels might not be perfect, it is better to just have "100% chance to drop a lvl x item of class y". For example, one of the green camps can drop a +3 stats item or boots of speed, which a very strong item in the early game and also has a much higher gold value. Also, creepcamps of total lvl15 + usually drop a lvl1/2 powerup in addition to the main item.
Regarding gameplay, I think the map is ok for teamgames of any type, but for FFA it would probably not work due to players starting very close together and expanding not being and option until the late midgame. As it not easy to design a map that works both for teamgames and FFA at the same time, this isnt a problem for your map only.
-Trees. The forests have holes and are not dense. A explained it here: (24) Legion Mana Temple 1.0a and also holds for your map. In particular, there are paths for small units leading directly from the goblin labs etc to the market place in the mid.
-The areas on top of the cliffs are open for pathing, so players can drop siege units up there which many will consider laming gameplay. Nightelves could even build a Tree of life up there. Maybe consider using pathing blocker doodads or others to prevent this.
-The creep camps in front of the goldmines are set to the (blue) camp stance. Again, see my comments in the other thread why this should be avoided. Maybe it is ok for the middle gold mines to reduce the risk of creeps randomly attack units that walk past, but for the starting positions I think it should be changed.
-You are mixing items of variable levels for the itemdrops. Even though the blizzard item levels might not be perfect, it is better to just have "100% chance to drop a lvl x item of class y". For example, one of the green camps can drop a +3 stats item or boots of speed, which a very strong item in the early game and also has a much higher gold value. Also, creepcamps of total lvl15 + usually drop a lvl1/2 powerup in addition to the main item.
Regarding gameplay, I think the map is ok for teamgames of any type, but for FFA it would probably not work due to players starting very close together and expanding not being and option until the late midgame. As it not easy to design a map that works both for teamgames and FFA at the same time, this isnt a problem for your map only.