(7 ratings)
ok changes will be made, thank you for the review.While I admire the amount of effort put into the visual design of the map, I'm afraid that certain doodads have negative effects on the overall gameplay experience and should be either removed or changed in some way in order to not obstruct player's vision and hinder the process of unit selection/micro.
One thing you must know: players can't see the map from all angles and therefore, can't admire the map's full beauty. Undoubtedly, Gates of Elundris is a beautiful map when it can be viewed from various camera angles in the editor. However, once in-game, many of the maps doodads lose their charm as players are only able to see only part of them. I'm referring to the large building doodads placed throughout the map, especially the one located right on the Tavern. During combat, I find the necessity of maneouvering my camera around in order to see my units quite annoying. Same goes for the huge buildings near Goblin Merchants and Mercenary Camps. It's all pretty until it blocks your view completely. I suggest either moving the large building further into the forests or reducing their size greatly, so that it's possible to see in spite of their presence. As for the building in the middle, I'm afraid that the most reasonable thing to do would be removing it completely since the vines make it really difficult to see anything.
I think you should seriously consider increasing the amount of space in some creep camps. Below I attached a picture of a Blademaster being able to creep a level 6 wolf and run away while being hit by only the other wolf. This goes to show lack of space can be detrimental to pathing and lead to things as ludicrous as a Blademaster soloing level 6 creeps at level 1 if positioned correctly. Same goes for Goblin Merchant Camp and Mercenary camps.
View attachment 292689
The trees at the starting location are very far away from the base and their perfectly straight placement make the area look squarish and unappealing.
I'm not a big fan of the huge empty area next to the expansion. Such huge space could accommodate an additional creep camp, for example, instead of storing yet another huge building that obstructs vision.
While the creeps are quite balanced, the vision obstruction is holding the map back. I really think such huge doodads would play their role better in a cinematic rather than melee. Here, in spite of how good they look, they're pretty much just a hindrance.