mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 869
Another very nice map where all basic things are right. A few comments on things I might have done differently:
-Bridges, Ramps: It is tempting to uses these features as they can make the map look very interesting. I recommend being very careful in using them, as most competitive maps (assuming this is the goal you have in mind) rarely every use them. And if such and other things are not seen in competitive maps, then this is probably because there would be some negative effects on gameplay. However, I believe on this map the bridges and ramps are used in such a way that I think it just still acceptable.
-However, some of your ramps are buggy. Check pathing (P hotkey) and you will see that some tiles on the ramps are unpathable.
-The should creeps: Level 13 creepspot are weird, too weak for a lvl 3 item, too strong for a lvl2 item. If you look at TS and AZ, they have exactly the same spot but it drops a lvl 2 item. With a lvl 3 item, there is the chance that if a player has mapcontrol, he can get two big consumables very quickly andeasily in the early t2 stage (as the shops are very clos together), which I think would be too strong. I would either reduce the item from lvl 3 to lvl 2, or strengthen the creeps (upgrade 1-2 trolls).
-It appears that you have set all creeps to have 0 mana at start? This is a topic which I havent paid attention to until recently, but my impression is that some, but not all creeps, have 0 mana at start. I'm not sure I have figured out the precise "rules" yet however, if there are any. But a rock golem without mana is only half the threat it usually is, making the merc camp creep relatively comfortable.
-The distance between the starting positions is also very close to being too short. However, this works well to give counterplay to the strong milita creeping opportunities.
-The frogs near the labs might walk to places where nightelves would want to place there AoWs.
-Bridges, Ramps: It is tempting to uses these features as they can make the map look very interesting. I recommend being very careful in using them, as most competitive maps (assuming this is the goal you have in mind) rarely every use them. And if such and other things are not seen in competitive maps, then this is probably because there would be some negative effects on gameplay. However, I believe on this map the bridges and ramps are used in such a way that I think it just still acceptable.
-However, some of your ramps are buggy. Check pathing (P hotkey) and you will see that some tiles on the ramps are unpathable.
-The should creeps: Level 13 creepspot are weird, too weak for a lvl 3 item, too strong for a lvl2 item. If you look at TS and AZ, they have exactly the same spot but it drops a lvl 2 item. With a lvl 3 item, there is the chance that if a player has mapcontrol, he can get two big consumables very quickly andeasily in the early t2 stage (as the shops are very clos together), which I think would be too strong. I would either reduce the item from lvl 3 to lvl 2, or strengthen the creeps (upgrade 1-2 trolls).
-It appears that you have set all creeps to have 0 mana at start? This is a topic which I havent paid attention to until recently, but my impression is that some, but not all creeps, have 0 mana at start. I'm not sure I have figured out the precise "rules" yet however, if there are any. But a rock golem without mana is only half the threat it usually is, making the merc camp creep relatively comfortable.
-The distance between the starting positions is also very close to being too short. However, this works well to give counterplay to the strong milita creeping opportunities.
-The frogs near the labs might walk to places where nightelves would want to place there AoWs.