- Joined
- Nov 9, 2006
- Messages
- 2,561
You should play more with the leaves on ground theme, it's the most interesting thing going on here visually.
I feel like the center could be different to break up the monotony visually.
Like having a big pool of shallow water, a raised cliff, a leafy clearing with sunrays, lots of mushrooms.
Something like that.
It looks like players can rush, maybe test the timings with peasants?
I don't know the lore of the map, but playing on the title you could have 2 gates in center.
With like a fraction of hp (150) remaining, so that the initial rush is delayed, but with short distances between players after that.
On the cliffs, press G and place flowers where cliffs start and end in subtle way.
It makes pushing high ground more reliable for players when they know where it begins and end.
I feel like the center could be different to break up the monotony visually.
Like having a big pool of shallow water, a raised cliff, a leafy clearing with sunrays, lots of mushrooms.
Something like that.
It looks like players can rush, maybe test the timings with peasants?
I don't know the lore of the map, but playing on the title you could have 2 gates in center.
With like a fraction of hp (150) remaining, so that the initial rush is delayed, but with short distances between players after that.
On the cliffs, press G and place flowers where cliffs start and end in subtle way.
It makes pushing high ground more reliable for players when they know where it begins and end.