Hanging Gardens
By Zada |
Information
Existing on the surface of an ancient hanging gardens is revealed a rich paradise flourishing with beauty and antiquity, which in due time was preserved and formed a brilliant place for compelling and anticipating expeditions. |
Overview![]() |
Changelog & CreditsVersion 1.2 Attempted to make terrain wider Added more trees on starting positions Added ground & air pathing blockers on columns of arches Changed drops for one red camp and one critter Fixed selection circle bug on turtles Version 1.1 Relocated Taverns closer to players Changed old Tavern locations into green camps Minor changes to Loot Tables Version 1.0 Release Version Credits Prehistoric Grass Tile - Felz_09 Ashen_DirtGrass(Onyex) - dhguardianes Shrub - Variation A - Remixer |
Author's Note
I myself don't know what to say.
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First of, anyone who tries ot make a 12 player map deserves respect. The map has a very nice overall look.
At first I was worried because I did not recognize the green spots near the edges of the map in the overview, which wouldve been weird.
For FFA, I think the corner spawning positions are significantly worse then the other spawns: All neutral buildings (notable alos the taverns) are very far away, and you have no realisitic option to expand (unless some of the adjacent spawns are wihtout players, and your main bases have much fewer trees.
For 3v3v3 or 6v6, the "stairs" will make it somewhat difficult to get big armies to walk past them in the lategame.
I definitley recommend you look at your the item composition of some spots:
First of all, you often mix items of different type/level, which means the items have different gold value. It is nota big issue, but in FFA it sometimes gets to the point where mostly only heroes survive and gold mines are gone, and then being able to seel an item for 100g more than the opponent can make a difference. In general, there is a reason why some items are usually considered to be of equal strength.
Many of the item tables contain items of highly different strength. I will refer to them by the ingame names:
-GC-In: Boots of speed (very strong early game, much too strong for these kind of creeps) vs claws (maybe a bit too strong for these creeps) vs +3 stats item (maybe a bit too weak for these creeps). My recommendation: lvl 1 permanent item + lvl 1 tome.
-GC-out: One pot heals 100 hp, 25 mana over time. One give instant +250 hp, another instant +150 mana. Big luck factor.
-Almost identical situation for the expansion gold mine creeps
-Critter drops item? I guess this more an easteregg though.
Still, as someone who plays quite a bit of 4v4, this map looks very good; much better than some of the maps in the current bnet pool.
Pretty good map
Phat Lewt and/or Cheese-like items could indeed be Easter Eggs but not items which give gameplay advantage.-Critter drops item? I guess this more an easteregg though.
1. There are many choke points (narrow zones).
2. Really not enough trees in the main bases. Maybe you'd want to switch the start locations with the expansion mines?
3. There's not enough space to travel between creep camps and doodads/destructibles/cliffs forcing you to engage them or find other ways to travel.
4. Dragons and air units get through the archways where the roost is.
5. For some reason, Giant Sea Turtles have their selection circles way above them. Did you change the unit object data? You only modified the colour of the Tavern and Mercenary Camp. Weird, why does the Turtle have that bug then?
6. From the Stalker and turtles: Inferno Stone and Runed Braces, a bit overpowered.
7. You could use the triggers in this map to make sure enemy players don't start near you: Skeletal Coast v1.3
Phat Lewt and/or Cheese-like items could indeed be Easter Eggs but not items which give gameplay advantage.
While it is beautiful architecturally, it's not melee ready. Ground units will have a hard time being used on this map without annoyance.
Awaiting Update.
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Not really sure about the selection circles. You could try asking about it here:How to fix plz.
Not really sure about the selection circles. You could try asking about it here:
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