mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Basically, this map is surperificially at least very similar to the one you uploaded yesterday. But there are some potential issues hidden in the details:
-Getting two lvl 6 summons from the red spots is most likely too much.
-Expanding looks hard, given that the expansions are relatively far away from the main bases.
-Main bases are too open this time
Especially all lumber harvesters except wisps will have a long way to walk, reducing lumber income.
-Humans wont like that you put three lizards with purge and splash attack at the merc camps.
Generally there are no "safe" options for militia/AoW-Creeping. This isnt a must have, but it might make for an awkward earlygame as human in particular.
-If you specifically define which items can/cannot drop instead of using the "random lvl X item of class Y" pattern, then if blizzard changes some items like they did with last patch, then your map will still use the specific tables, which then might be imbalanced.
So I'd like to hear your opinion on some of this before I approve the map.
-Getting two lvl 6 summons from the red spots is most likely too much.
-Expanding looks hard, given that the expansions are relatively far away from the main bases.
-Main bases are too open this time
-Humans wont like that you put three lizards with purge and splash attack at the merc camps.
Generally there are no "safe" options for militia/AoW-Creeping. This isnt a must have, but it might make for an awkward earlygame as human in particular.
-If you specifically define which items can/cannot drop instead of using the "random lvl X item of class Y" pattern, then if blizzard changes some items like they did with last patch, then your map will still use the specific tables, which then might be imbalanced.
So I'd like to hear your opinion on some of this before I approve the map.