- Joined
- Sep 24, 2017
- Messages
- 150
Good to see you're still making maps. This one is pretty crazy.
If I were to judge this map as a standard map, there'd be a lot to point out:
1. Layout
There is nothing to do in the middle for the most of the game, the fountain is guarded by a L22 camp and is only accessible by zeps. There's not much space at the fountain for landing so you have to creep the camp with flying anti-air units. It's not worth it in the end - you have to invest a lot into the units to creep it, build your army comp around it and you don't get much in the end.
The map is filled with tons of chokes and lone trees in the middle of a path. Most noticeable are the 1 block chokes. Maybe it would be better to have bigger pieces of trees rather than many small ones.
The base layout is very unorthodox with the open bath behind the goldmine. You can't really block the backdoor (maybe 2 farms but the unbuildable space is awkward). Idk, workers are a weakspot for most races and you're practically serving them on a silver platter.
2. Expos
Again an issue with the expo area layout, one has those small tree islands., the other is accessible by some weird choke corridor. Why are the creeps behind the GM? I don't think there'd be an issue with aggro if they were infront. With the rather thin tree walls around the expos (base as well), the Bloodmage and KotG will have an easy way to attack it.
3. Creeps
Most look normal, mostly very weak camps. Already wrote stuff regarding the dragon camp in the middle. But boy... those mana fountain camps. Level 32? Well, 37 after the revenant summons an elemental. That's crazy, Double Chain Lightning, Bloodlust and Bash from the elemental, and they get mana regen too. I don't think anyone will creep this except for maybe focusing the revenant for the level 7 item. A L7 item in 1v1 will most likely break the game. And the player can get two of them.
I didn't go into too much detail here. It could use some fixes. But hey, all the crazy stuff could be fun if played vs friends or AI.
If I were to judge this map as a standard map, there'd be a lot to point out:
1. Layout
There is nothing to do in the middle for the most of the game, the fountain is guarded by a L22 camp and is only accessible by zeps. There's not much space at the fountain for landing so you have to creep the camp with flying anti-air units. It's not worth it in the end - you have to invest a lot into the units to creep it, build your army comp around it and you don't get much in the end.
The map is filled with tons of chokes and lone trees in the middle of a path. Most noticeable are the 1 block chokes. Maybe it would be better to have bigger pieces of trees rather than many small ones.
The base layout is very unorthodox with the open bath behind the goldmine. You can't really block the backdoor (maybe 2 farms but the unbuildable space is awkward). Idk, workers are a weakspot for most races and you're practically serving them on a silver platter.
2. Expos
Again an issue with the expo area layout, one has those small tree islands., the other is accessible by some weird choke corridor. Why are the creeps behind the GM? I don't think there'd be an issue with aggro if they were infront. With the rather thin tree walls around the expos (base as well), the Bloodmage and KotG will have an easy way to attack it.
3. Creeps
Most look normal, mostly very weak camps. Already wrote stuff regarding the dragon camp in the middle. But boy... those mana fountain camps. Level 32? Well, 37 after the revenant summons an elemental. That's crazy, Double Chain Lightning, Bloodlust and Bash from the elemental, and they get mana regen too. I don't think anyone will creep this except for maybe focusing the revenant for the level 7 item. A L7 item in 1v1 will most likely break the game. And the player can get two of them.
I didn't go into too much detail here. It could use some fixes. But hey, all the crazy stuff could be fun if played vs friends or AI.