Moderator
M
Moderator
17:57, 18th Feb 2016
Remixer: The map is really odd for a melee map: there's absolutely no strategical points on the map and it's very cluttered.
There's just too many trees: almost no path to the enemy base and larger armies struggle just way too much. Not only does it make the pathing unacceptable but also the vision. You can literally see nothing. Maybe that is what you wanted but just does not work. While you're wandering in the forest with your armies they get scattered and eventually you'll face way too many creep camps to even want to attack the enemies. It's just a no-brainer.
The item drops are very odd as well. Players end up with dozens of speed of boosts and scrolls of speed and scroll of beast. What's the idea of item drops if both teams have the exact same items?
They are not very practical either. Why would any one want to go to the central gold mines? As a place it's very unfair and illogical: flying units can destroy it in no time and it loses all it's potential. Then again, there could be 3 undead gold mines there, meanwhile there can only be one orc's great hall - nothing else fits there.
Again, you bunched all the players to very tiny areas. This leads to a situation where no one has enough space to build. And it takes a long time to get the trees down. As the game goes on and players manage to build a base (enough space) the creeps already attack from the forests.
That being said the map does not really meet the melee map requirements and it's not very unique without losing functionality.
This map really reminds me of the "Wonder World" (your other map). They have similar cons and pros but they do not work. I'd suggest you to check out tutorials and work on smaller maps first so that you can learn to improve your skills. Afterwards you can try and create something as big as this.
I can tell you that you should rarely use way gates in melee maps, they are not very efficient way of moving large armies, they are pretty much out of question when it comes to large maps (let's say 6+ players).
Also, you need to create a proper pathing for your maps, not just trees and forest everywhere, but actual paths and so on. Also do not place creeps on top of the paths but make creeping an option, it's rarely a good idea to force players to creep.
Even fewer are the cases where you should bunch up many players into a same base - it's not very convenient and when it's not executed with perfection it ruins the entire map.
I set this to Awaiting Update
Remixer: The map is really odd for a melee map: there's absolutely no strategical points on the map and it's very cluttered.
There's just too many trees: almost no path to the enemy base and larger armies struggle just way too much. Not only does it make the pathing unacceptable but also the vision. You can literally see nothing. Maybe that is what you wanted but just does not work. While you're wandering in the forest with your armies they get scattered and eventually you'll face way too many creep camps to even want to attack the enemies. It's just a no-brainer.
The item drops are very odd as well. Players end up with dozens of speed of boosts and scrolls of speed and scroll of beast. What's the idea of item drops if both teams have the exact same items?
They are not very practical either. Why would any one want to go to the central gold mines? As a place it's very unfair and illogical: flying units can destroy it in no time and it loses all it's potential. Then again, there could be 3 undead gold mines there, meanwhile there can only be one orc's great hall - nothing else fits there.
Again, you bunched all the players to very tiny areas. This leads to a situation where no one has enough space to build. And it takes a long time to get the trees down. As the game goes on and players manage to build a base (enough space) the creeps already attack from the forests.
That being said the map does not really meet the melee map requirements and it's not very unique without losing functionality.
This map really reminds me of the "Wonder World" (your other map). They have similar cons and pros but they do not work. I'd suggest you to check out tutorials and work on smaller maps first so that you can learn to improve your skills. Afterwards you can try and create something as big as this.
I can tell you that you should rarely use way gates in melee maps, they are not very efficient way of moving large armies, they are pretty much out of question when it comes to large maps (let's say 6+ players).
Also, you need to create a proper pathing for your maps, not just trees and forest everywhere, but actual paths and so on. Also do not place creeps on top of the paths but make creeping an option, it's rarely a good idea to force players to creep.
Even fewer are the cases where you should bunch up many players into a same base - it's not very convenient and when it's not executed with perfection it ruins the entire map.
I set this to Awaiting Update