- Joined
- Jan 4, 2020
- Messages
- 406
New mapper mean new map! It's kinda nice to have a few new mapper into the community 
This is a quick review from me.
-x-
-Random lv3 item isn't great. at least defined it's type, choose one between charge/permanent. It might be at the same level. but in competitive or even custom the two aren't equal.
-Another item issues, too many value drop stick together in the same camp.
-A camp should be mix between Melee/Range unit to avoid all-air army(or at least all ground creep but skill that able to attack air like AL). Another thing that follow up but could be ignore if you were just start to mapping is medium/heavy armor. Which could help some race to creep easier in the early game.
-Gaps between doodads, beware of this: why? It might cause to create a whole "hide'n seek" forest for wisp and enemy. Finding one wisp in the forest isn't a great idea to deal with. Same with other doodad type random creep might stuck inside like worker, and some might not be able to get it. Like how floating box/rowing boat were remove from SG.
-Sometime visual decorate is great, but sometime it could be a visual problem like blocking the gameplay flow: like how "Arch" on CH was remove back then.
-Bad Treeline, Warcraft is a game that required great tree line to create a safe early game. Especially HU/UD to protect their worker from early FS or whatever rush/harass stuff. It's a must.
-Too many critter, nowadays critter only place a few to benefit undead creep route.
-Creep aggro? Welp, some people might found that this is a problem. So feel free to think about this.
-Creep at expo at least should one who hasn't set to camp. What is a problem with this one you might ask? Look at the middle of meso(FFA map) Any race can build base at night to skip the building time after creep. Which most people say that this is not okay.
-x-
That's all the basic after this is my opinion,
-too many unnecessary small path like at the pond. Too small mostly if I has to creep there I would pull. But not use that as passage.
-I don't think that one side Merc and another DR is a good idea. If you want to do that I advice to create a one way entrance like on NI or AL.
-walkable/buildable cliff/isles that didn't create from normal path but can access from zeppelin or boat is a bad. At least fill it with "ground path blocker" or other doodad.
This is a quick review from me.
-x-
-Random lv3 item isn't great. at least defined it's type, choose one between charge/permanent. It might be at the same level. but in competitive or even custom the two aren't equal.
-Another item issues, too many value drop stick together in the same camp.
-A camp should be mix between Melee/Range unit to avoid all-air army(or at least all ground creep but skill that able to attack air like AL). Another thing that follow up but could be ignore if you were just start to mapping is medium/heavy armor. Which could help some race to creep easier in the early game.
-Gaps between doodads, beware of this: why? It might cause to create a whole "hide'n seek" forest for wisp and enemy. Finding one wisp in the forest isn't a great idea to deal with. Same with other doodad type random creep might stuck inside like worker, and some might not be able to get it. Like how floating box/rowing boat were remove from SG.
-Sometime visual decorate is great, but sometime it could be a visual problem like blocking the gameplay flow: like how "Arch" on CH was remove back then.
-Bad Treeline, Warcraft is a game that required great tree line to create a safe early game. Especially HU/UD to protect their worker from early FS or whatever rush/harass stuff. It's a must.
-Too many critter, nowadays critter only place a few to benefit undead creep route.
-Creep aggro? Welp, some people might found that this is a problem. So feel free to think about this.
-Creep at expo at least should one who hasn't set to camp. What is a problem with this one you might ask? Look at the middle of meso(FFA map) Any race can build base at night to skip the building time after creep. Which most people say that this is not okay.
-x-
That's all the basic after this is my opinion,
-too many unnecessary small path like at the pond. Too small mostly if I has to creep there I would pull. But not use that as passage.
-I don't think that one side Merc and another DR is a good idea. If you want to do that I advice to create a one way entrance like on NI or AL.
-walkable/buildable cliff/isles that didn't create from normal path but can access from zeppelin or boat is a bad. At least fill it with "ground path blocker" or other doodad.