Remixer
Map Reviewer
- Joined
- Feb 19, 2011
- Messages
- 2,115
Review - Ogrimmar Pass
(Version May 5th 2025)
Synopsis: Ogrimmar Pass is a two-player melee map featuring the Barrens tileset. In the current state the map does not quite fulfill the standard melee criteria.
Map Aesthetics: At first glance, the visual look of the map is quite nice, with the Barrens tileset and its brown colours working well for thematic effect. The doodad and destructible placement, however, needs work. In most cases, it is not recommended to clip objects so heavily inside one another. This is the case here too. Trees and rocks are almost exclusively placed holding down the Shift key, ignoring their own collision, and forests are incredibly dense, giving a very cluttered and unpolished look to most areas. This gives too drastic a contrast to other areas of the map with are often barren and empty, resulting in a very conflicting feel overall. Moreover, the forests should be of standard density and without gaps between the trees for high-quality melee gameplay.
Map Layout: The layout is quite good, giving various pathways and other objectives to each player to contest. It also looks balanced. There are some spots in the layout that could use some work, with too tiny choke points under the archways and some creep camps positioned awkwardly in the way - you could take a look at other melee maps that work with a small map size and mimic how they position creeps and pathways in efficient, yet spacy ways. Nice use of lower and higher cliff areas - though with the shredded-looking Barrens tileset it can be hard to distinguish between different cliff levels - it could be helpful to try to separate these different levels with different aesthetic approaches (such as using lighter tiles in one area, darker ones on the other).
Neutral Objectives: Creep placement is rather okay, though it does need some work in a few spots. At least one creep in gold mine camps should not be in Camp mode to prevent building structures (Town Hall) nearby before slaying creeps. Some creep camps (Wildkins) need a more open access / entrance to the camp as they can easily get blocked by themselves. Item drops seem to be a bit on the generous / strong side and you could often times leave the Power Up drop out (or alternatively reduce the permanent item level by one). Also, in creep camps that consist of 1-4 creeps, it is often times better to have only a single creep (the strongest) dropping items, instead of having two or more creeps dropping power ups and other drops separetly.
Map Gameplay: Does not fulfil the standard melee map criteria. Set to Awaiting Update.
Comments:
Fix the placement of trees and rocks (do not hold down the shift to overlap the objects). The objects must be positioned and placed properly to allow the standard melee gameplay rules to apply.
Fix the creep camp placement (and Camp mode on Gold Mine camps).
The map description is also cut short ("control space wi-"). Suggested players should read "2".
Try to improve the empty areas of the map with decorative props or objects.
(Version May 5th 2025)
Synopsis: Ogrimmar Pass is a two-player melee map featuring the Barrens tileset. In the current state the map does not quite fulfill the standard melee criteria.
Map Aesthetics: At first glance, the visual look of the map is quite nice, with the Barrens tileset and its brown colours working well for thematic effect. The doodad and destructible placement, however, needs work. In most cases, it is not recommended to clip objects so heavily inside one another. This is the case here too. Trees and rocks are almost exclusively placed holding down the Shift key, ignoring their own collision, and forests are incredibly dense, giving a very cluttered and unpolished look to most areas. This gives too drastic a contrast to other areas of the map with are often barren and empty, resulting in a very conflicting feel overall. Moreover, the forests should be of standard density and without gaps between the trees for high-quality melee gameplay.
Map Layout: The layout is quite good, giving various pathways and other objectives to each player to contest. It also looks balanced. There are some spots in the layout that could use some work, with too tiny choke points under the archways and some creep camps positioned awkwardly in the way - you could take a look at other melee maps that work with a small map size and mimic how they position creeps and pathways in efficient, yet spacy ways. Nice use of lower and higher cliff areas - though with the shredded-looking Barrens tileset it can be hard to distinguish between different cliff levels - it could be helpful to try to separate these different levels with different aesthetic approaches (such as using lighter tiles in one area, darker ones on the other).
Neutral Objectives: Creep placement is rather okay, though it does need some work in a few spots. At least one creep in gold mine camps should not be in Camp mode to prevent building structures (Town Hall) nearby before slaying creeps. Some creep camps (Wildkins) need a more open access / entrance to the camp as they can easily get blocked by themselves. Item drops seem to be a bit on the generous / strong side and you could often times leave the Power Up drop out (or alternatively reduce the permanent item level by one). Also, in creep camps that consist of 1-4 creeps, it is often times better to have only a single creep (the strongest) dropping items, instead of having two or more creeps dropping power ups and other drops separetly.
Map Gameplay: Does not fulfil the standard melee map criteria. Set to Awaiting Update.
Comments:
Fix the placement of trees and rocks (do not hold down the shift to overlap the objects). The objects must be positioned and placed properly to allow the standard melee gameplay rules to apply.
Fix the creep camp placement (and Camp mode on Gold Mine camps).
The map description is also cut short ("control space wi-"). Suggested players should read "2".
Try to improve the empty areas of the map with decorative props or objects.