Moderator
M
Moderator
12:22, 14th Jun 2010
ap0calypse: Rejected
ap0calypse: Rejected
(1 ratings)
n1 not bad <3
I’m going to fix that mess.
Not just tweak it – completely overhaul it.
This is a really helpfull Feedback! thank you alot for it!Hey I like the new terrain a lot, but I think this is not balanced for a melee map.
The Good:
- Nice looking terrains with lots of details.
- Doodads placement makes the map feels lively.
- I especially liked the mine area, feels like a part of a campaign map
The Imbalances:
- Paths are too narrow, moving armies are difficult.
- Red have to creep a camp with a level 8 Satyr to expand while blue and teal have a camp with level 6 troll.
- Blue have easy access to Mana Fountain. Teal have a healing fountain kinda close. Red have nothing close.
- Lack of a tavern. This is rough for night elves.
- There seems to be a LOT of critters in the mana fountain area. This would mean an undead in blue spot would have a much nicer time creeping at early game.
Other observations:
- There are a lot of other imbalances that I'm not so sure of, like it feels like red are easier to rush than the other two, but I'm not too sure.
- Usually in a melee map a creep camp can be avoided. Like they would sit in an alcove that players can attack, not in the middle of the road.
- You should add a creep camp in player starting spot, they would get removed if a player occupy that spot. Otherwise, there will be a gold mine without any creep guarding it.
- Seems like you put a(or maybe some) secret in destructibles? I found a healing scroll when I destroyed a spider egg. I think this kind of secret is fun for a campaign/rpg map, but for melee it could be another factor that makes the map imbalanced.
Summary: I think this map fits more for some kind of RPG, as it is not really balanced for a melee map. I still had some fun playing a few games with a friend though!
To answer your questions:This is a really helpfull Feedback! thank you alot for it!
Let me go trough and bring you my thoughts to it:
The Imbalances: Yea there are some pretty important points you got here!
- Nice looking terrains with lots of details.
i actually tried to bring alot trough "Enviromental Story" Telling, really thank you for it i was pretty worried XD- Doodads placement makes the map feels lively.
As it is, i had a ton of experience in Level Designing- I especially liked the mine area, feels like a part of a campaign map
Yea it is my favorit Idea cause the feel of the enviromental change worked perfektly...
I'm still a bit sad that i don't had a better choice for the walls X3
Other observations: Even more good points here ;P
- Paths are too narrow, moving armies are difficult. You are totally correct... this is a Problem i had... the more i build...
do you have an recomandation how much space would be allright?- Red have to creep a camp with a level 8 Satyr to expand while blue and teal have a camp with level 6 troll.
Yeahh... i tried to orient my placement to the Creep Camp Map markers... but i guess.. that's not the best way to do it XD
Would you recommand keeping the Creeps at the same level?- Blue have easy access to Mana Fountain. Teal have a healing fountain kinda close. Red have nothing close.
It's pretty hard to find a good balance for those..
i thought about placing one for red... but i wasn't able to find a decent spot
maybe i could expand the island a bit to the sea so i could add some more Sections.... what would you think?- Lack of a tavern. This is rough for night elves.
Ohh... i didn't knew that! but where would be a good placement?
should that be closer to the Center or in the paths between the players? XD- There seems to be a LOT of critters in the mana fountain area. This would mean an undead in blue spot would have a much nicer time creeping at early game.
I honestly didn't thought about thatmhhh...
maybe i could replace the mana well with a healing well and place a Market at the Healing Fountain?
I'm happy that you had fun playtest it with a friend! Maybe i'll make an RPG like:"Gealia.. before the meteor hits" XD
- There are a lot of other imbalances that I'm not so sure of, like it feels like red are easier to rush than the other two, but I'm not too sure.
This is one made me think alot... i actually was really worried about how to make it not to easy to just attack red... cause blue and teal are appart trough the Creeps- Usually in a melee map a creep camp can be avoided. Like they would sit in an alcove that players can attack, not in the middle of the road.
Yea i really have problems with thati'll need to look into that again ;P
- You should add a creep camp in player starting spot, they would get removed if a player occupy that spot. Otherwise, there will be a gold mine without any creep guarding it.
I don't know why... but.. I FORGOT THAT LOL- Seems like you put a(or maybe some) secret in destructibles? I found a healing scroll when I destroyed a spider egg. I think this kind of secret is fun for a campaign/rpg map, but for melee it could be another factor that makes the map imbalanced.
Yea at first i thought i add destructibles like in the campaign with hidden loottables... but then.. i removed them.. well i thought i did XD
I'm sorry i'll check again!
I really want to refine this into an Melee map, so i gotta collect some Feedback <3 please let me know your thoughts to it!
Thank you alot for your creative Feedback !
oh your right, oops.. i forgot to disable that! Thank you for noticing! i needed that for testing XDYou should disable Fixed Start in Player Properties, unless there's an actual reasoning behind for a regular (but stylised) Melee map.
Thank you! This is still really helpful!To answer your questions:
1. How much space? Not too entirely sure. Usually melee maps are rather spacious. Keep in mind to have enough space for 3 armies fighting. However, having a choke point could be a unique point too.
2. Same creep: Usually it's better to have symmetry in terms of creeping and expansion.
3. Mana fountain: Not sure how to balance the mana fountain. Move it closer to the middle? But then what about the healing fountain? Yeah not too sure myself.
4. Tavern: Usually a tavern is equidistant to all players, so either have it in the middle (like in Echo Isles or most maps), or have multiple taverns kinda close to each player (like in Concealed Hill).
5. It might be a decent idea. Currently the shop is hard to reach due to that granite golem guarding it. In most melee maps I think shop creep usually sleep at night to allow players to buy without creeping them first (might be exceptions). Balancing the amount of critters near each player is also quite important due to rod of necromancy.
Good luck on improving your map!