mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Another nice map, and from a gameplay perspective, it looks highly promising, but it has a aspects about which I'm not too sure. What definitely should be fixed are the following points:
-Big mercs (berserker, ogre, not sure about golem) at the eastern merc camp will be trapped at the southern side of the camp.
-At the western arch at the ramps near the market place, units can pass on the outside. I suppose this wasnt intended. Also, the arch somewhat floats in the air.
-The 3-1-1 bandits will attack units that run towards the merccamp (on the way back). They might kill a peasant that is hurt from creeping. Also the 1-1-1 wizard will attack units that go towarsd the mine (though their damage is almost negligible).
Now for some smaller inconveniences or things which I'm not sure about:
-The western merc camp is better suited for AoW creeping, but I would expect that given the map layout, few nightelves will go for it anyway.
-The market place: Because of the itemdrops on the map, there will be aura items available (also book of the dead). I believe that like 10 years ago, blizzard/the competitive scene agreed that market places are a major balancing concern when item of lvl 4 or higher are available. But not 100% here.
-The northern half of the map consists mostly of relatively narrow paths and chokes. I believe that orcs will struggle hard to win a fight vs talons there, or more generally, that melee based armies will always be at a disadvantage here.
-The map size is relatively large. I think it is fine, but other might disagree. However, in combination with the relatively large areas of unpathable terrain, you can rarely travel the direct path to get from A to B, which means that the map will "feel" even larger.
-I think there could be some more trees near the mainbases.
-At the southwest expansion it is theoretically possilble to put a siege unit on the cliff.
-Health fountain: Another balance issue. Given that a a fountain is already relatively easy to creep, the very good items make it even more appealing. I would remove the tome (so that itis similar to SV).
-I would expect a tome at the market place.
-The sides of most ramps are "sharp".
-Are you aware that the houses dont block line of sight? One can see what is going on at the shop in the east from behind the house south of it (and vie versa). In the west this is alos possible but the vision is more restricted
What I definitely like about the map:
-Itemdrops are good.
-Interesting pathing layout.
-Two expansion options.
-Creep camp on the symmetry axis which players will compete for.
-Points of interest for all phases of the game all over the map.
-Visually it looks similar to blizzard maps but feels much more alive.
-Big mercs (berserker, ogre, not sure about golem) at the eastern merc camp will be trapped at the southern side of the camp.
-At the western arch at the ramps near the market place, units can pass on the outside. I suppose this wasnt intended. Also, the arch somewhat floats in the air.
-The 3-1-1 bandits will attack units that run towards the merccamp (on the way back). They might kill a peasant that is hurt from creeping. Also the 1-1-1 wizard will attack units that go towarsd the mine (though their damage is almost negligible).
Now for some smaller inconveniences or things which I'm not sure about:
-The western merc camp is better suited for AoW creeping, but I would expect that given the map layout, few nightelves will go for it anyway.
-The market place: Because of the itemdrops on the map, there will be aura items available (also book of the dead). I believe that like 10 years ago, blizzard/the competitive scene agreed that market places are a major balancing concern when item of lvl 4 or higher are available. But not 100% here.
-The northern half of the map consists mostly of relatively narrow paths and chokes. I believe that orcs will struggle hard to win a fight vs talons there, or more generally, that melee based armies will always be at a disadvantage here.
-The map size is relatively large. I think it is fine, but other might disagree. However, in combination with the relatively large areas of unpathable terrain, you can rarely travel the direct path to get from A to B, which means that the map will "feel" even larger.
-I think there could be some more trees near the mainbases.
-At the southwest expansion it is theoretically possilble to put a siege unit on the cliff.
-Health fountain: Another balance issue. Given that a a fountain is already relatively easy to creep, the very good items make it even more appealing. I would remove the tome (so that itis similar to SV).
-I would expect a tome at the market place.
-The sides of most ramps are "sharp".
-Are you aware that the houses dont block line of sight? One can see what is going on at the shop in the east from behind the house south of it (and vie versa). In the west this is alos possible but the vision is more restricted
What I definitely like about the map:
-Itemdrops are good.
-Interesting pathing layout.
-Two expansion options.
-Creep camp on the symmetry axis which players will compete for.
-Points of interest for all phases of the game all over the map.
-Visually it looks similar to blizzard maps but feels much more alive.