Moderator
M
Moderator
21:07, 18th Feb 2016
Remixer:
If you make the map more challenging and balance it I can review it again - maybe you'll get a higher rating. I must say I enjoyed the map.
Approved with a rating of 3/5.
Remixer:
Okay I must say that I was a bit worried at first that I am going to face some smash-up altered melee slash melee map again but I must say I am impressed!
The concept is really nice. However there is a few unfair things and the balance is non-existent. I'd suggest you to balance things out a little and it will be even better.
To start off I think the messages are really great. They really increase the feeling and immersion of the map, however I'd recommend you to check the lines a few times and check for typos. Some of the sentences looked a bit awkward. Also, turn off the messages after the enemy has been defeated. It's stupid he is still saying "Can you feel your hope disappearing blah blah..." after he has been defeated.
Terrain is decent, it could be better but it's still a heavily altered melee map with normal races so I won't bother to criticize it too much, however I think the tree skin import is unnecessary as it looks really much alike the normal fell tree and it does not change it's look when on blight, which looks stupid in my opinion.
Also, there is some wall on the southern edge of the map, fix it, it has a tiny few-pixel gaps between each wall model. Either increase the size of the objects or fill the gaps otherwise.
Terrain also needs height variation. I know it's city-themed but as the whole camera is shaking I wonder why the entire map is so flat. Add a small height variation here and there.
Now to the more important part:
The first thing I noticed that it's partly a bit unfair and a few problems is caused the the plague: firstly undead have and advantage as their regeneration counters the plague damage pretty heavily, not to mention that their headquarters shoot so the small skeletons are not a problem.
I assume the map is not supposed to play with Computer AI since it really fucks up: your allies teleport to your base when the plague deals damage to your units and AI is completely lost in the map. I played it with 3 computer allies and I still won however. Maybe you could change the idea of the plague, instead of dealing low damage all the time you could change the buff to a armor reduction or something similar? That would be more harsh and not cause such problems.
The idea of the 4 obelisks did not quite open to me. What is their purpose? They are just waste of time as they do not boost the Naxxramas as far as I know. I just rushed past it to his base and destroyed him - which was rather easy as it is very clumsy.
Naxxramas has a few flaws: his army cannot be very big as the food limit also occurs on his side and he has no boosts - he is against 4 enemies.
Simple boost to him would be to make the skeletal minions to provide him food. That way his army would be a lot bigger if he wins fights and starts to snowball. Otherwise you need to boost his basic stats and abilities.
Also, why doesn't he actually come harder even when he says so? Why don't you change the spawned units depending on the unit killed? If a hero dies you could summon a legendary minion for him. Currently there's very little importance on what dies and what does not.
He can be easily shut down if you destroy his ziggurats or acolytes, maybe you could provide him some sustainable sources of resources.
The concept is really nice. However there is a few unfair things and the balance is non-existent. I'd suggest you to balance things out a little and it will be even better.
To start off I think the messages are really great. They really increase the feeling and immersion of the map, however I'd recommend you to check the lines a few times and check for typos. Some of the sentences looked a bit awkward. Also, turn off the messages after the enemy has been defeated. It's stupid he is still saying "Can you feel your hope disappearing blah blah..." after he has been defeated.
Terrain is decent, it could be better but it's still a heavily altered melee map with normal races so I won't bother to criticize it too much, however I think the tree skin import is unnecessary as it looks really much alike the normal fell tree and it does not change it's look when on blight, which looks stupid in my opinion.
Also, there is some wall on the southern edge of the map, fix it, it has a tiny few-pixel gaps between each wall model. Either increase the size of the objects or fill the gaps otherwise.
Terrain also needs height variation. I know it's city-themed but as the whole camera is shaking I wonder why the entire map is so flat. Add a small height variation here and there.
Now to the more important part:
The first thing I noticed that it's partly a bit unfair and a few problems is caused the the plague: firstly undead have and advantage as their regeneration counters the plague damage pretty heavily, not to mention that their headquarters shoot so the small skeletons are not a problem.
I assume the map is not supposed to play with Computer AI since it really fucks up: your allies teleport to your base when the plague deals damage to your units and AI is completely lost in the map. I played it with 3 computer allies and I still won however. Maybe you could change the idea of the plague, instead of dealing low damage all the time you could change the buff to a armor reduction or something similar? That would be more harsh and not cause such problems.
The idea of the 4 obelisks did not quite open to me. What is their purpose? They are just waste of time as they do not boost the Naxxramas as far as I know. I just rushed past it to his base and destroyed him - which was rather easy as it is very clumsy.
Naxxramas has a few flaws: his army cannot be very big as the food limit also occurs on his side and he has no boosts - he is against 4 enemies.
Simple boost to him would be to make the skeletal minions to provide him food. That way his army would be a lot bigger if he wins fights and starts to snowball. Otherwise you need to boost his basic stats and abilities.
Also, why doesn't he actually come harder even when he says so? Why don't you change the spawned units depending on the unit killed? If a hero dies you could summon a legendary minion for him. Currently there's very little importance on what dies and what does not.
He can be easily shut down if you destroy his ziggurats or acolytes, maybe you could provide him some sustainable sources of resources.
If you make the map more challenging and balance it I can review it again - maybe you'll get a higher rating. I must say I enjoyed the map.
Approved with a rating of 3/5.