mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 866
hello there, very nice map, I really like it
there are only two things that bugs me
1) the design of the mercenary camp area, i think is too open,
my sugestion: use wood to do an U region so the building can´t be reached by the laterals
2) more and more wood to the map. Add wood every where you can.
why?
You put the goblin lab. The first thing I do is try tu buy the goblin machine to harvest wood fast, when you put that building you have to put more wood in the map
so put wood in the water,
more in bases (those corners cover it with wood), also wood in bases seems low.
send the center to the abyss and add wood there
remember between balance (wood) and enviroment choose ten times balance with the eyes closed.
rating 5/5
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Good memories, I also liked the tft "orc" campaign very much. The map is small, but the distances between the bases are good nevertheless. You captured the spirit of the campaign map very well. A few notes:
-Map isnt "Melee (latest patch)" yet.
-There is too much unbuildable terrain too close to the main bases for my liking.
-Wolves dont look like underground creatures to me.
-If you intended this map to be viable for highlevel gameplay, the expansion position will make it very hard for humans to play vs undeads.
About expansion locations, I will quote what I've wrtten to @Ragnaros17 who had somewhat compatable expansion layouts on one of his maps:
"It is a difficult topic which I cannot explain to full detail without writing hundreds of words. Let me just say the following: Look at any competitive 1v1 map and you will see that expansions typically satisfy the following criteria:
-There is an expansion that is clearly closer to player A than to player B, and vice versa.
-The creeps are lvl 17 total maximum, often lower (but only rarely a green spot).
-The expansion can be reached with sufficient militia time left so that you can expect to creep the mine even in the face of minor harass.
As always, these criteria are somewhat flexible and in fact the it would be good to have somewhat different situations on different maps. But I would expect that if you make one factor so that it makes expanding more difficult, then you add something else to slighlty help expanding. On your map however, I believe you add several things that discourage expanding and there is nothing to balance it."
So let's look at these three criteria for you map here:
-Closer to payer A than to player B: No -> This makes expanding harder than usual.
-Creep level is 17: Within acceptable boundaries, but again towards the direction of the scale that makes expanding harder.
-Militia timing: That one is fine.
Conclusion: Expansion is harder than on maps that are considered balanced.
Just for a comparison, I would say that the map (among the ones that are part of the current competitive mappool) that is closest to this one is amazonia. There we have
-Expansions clearly belonging to one player,
-Guarded by lvl 16 creeps,
-reachable with more time left for miltia (roughly 10% of more total militia time).
So expanding on your map will probably be harder than on amazonia, which is already quite hard. For some anecdotal evidence, the 2017 gcs summer (essentially the wc3 world championship) final was a 120 (undead) vs th000 (human). The final map of the bo5 was amazonia, and I believe I remember ToD (one the most legendary wc3 players of all time) commenting with something like "gg 120 win" in twitch chat when he learned that amazonia would be the final map. Of course, being a human player himself, ToD might be biased, but I believe he had point here, not least because his predcition was correct.
there are only two things that bugs me
1) the design of the mercenary camp area, i think is too open,
my sugestion: use wood to do an U region so the building can´t be reached by the laterals
2) more and more wood to the map. Add wood every where you can.
why?
You put the goblin lab. The first thing I do is try tu buy the goblin machine to harvest wood fast, when you put that building you have to put more wood in the map
so put wood in the water,
more in bases (those corners cover it with wood), also wood in bases seems low.
send the center to the abyss and add wood there
remember between balance (wood) and enviroment choose ten times balance with the eyes closed.
rating 5/5
---------------------------------------------------------------------------------------------------------------------------------
Good memories, I also liked the tft "orc" campaign very much. The map is small, but the distances between the bases are good nevertheless. You captured the spirit of the campaign map very well. A few notes:
-Map isnt "Melee (latest patch)" yet.
-There is too much unbuildable terrain too close to the main bases for my liking.
-Wolves dont look like underground creatures to me.
-If you intended this map to be viable for highlevel gameplay, the expansion position will make it very hard for humans to play vs undeads.
About expansion locations, I will quote what I've wrtten to @Ragnaros17 who had somewhat compatable expansion layouts on one of his maps:
"It is a difficult topic which I cannot explain to full detail without writing hundreds of words. Let me just say the following: Look at any competitive 1v1 map and you will see that expansions typically satisfy the following criteria:
-There is an expansion that is clearly closer to player A than to player B, and vice versa.
-The creeps are lvl 17 total maximum, often lower (but only rarely a green spot).
-The expansion can be reached with sufficient militia time left so that you can expect to creep the mine even in the face of minor harass.
As always, these criteria are somewhat flexible and in fact the it would be good to have somewhat different situations on different maps. But I would expect that if you make one factor so that it makes expanding more difficult, then you add something else to slighlty help expanding. On your map however, I believe you add several things that discourage expanding and there is nothing to balance it."
So let's look at these three criteria for you map here:
-Closer to payer A than to player B: No -> This makes expanding harder than usual.
-Creep level is 17: Within acceptable boundaries, but again towards the direction of the scale that makes expanding harder.
-Militia timing: That one is fine.
Conclusion: Expansion is harder than on maps that are considered balanced.
Just for a comparison, I would say that the map (among the ones that are part of the current competitive mappool) that is closest to this one is amazonia. There we have
-Expansions clearly belonging to one player,
-Guarded by lvl 16 creeps,
-reachable with more time left for miltia (roughly 10% of more total militia time).
So expanding on your map will probably be harder than on amazonia, which is already quite hard. For some anecdotal evidence, the 2017 gcs summer (essentially the wc3 world championship) final was a 120 (undead) vs th000 (human). The final map of the bo5 was amazonia, and I believe I remember ToD (one the most legendary wc3 players of all time) commenting with something like "gg 120 win" in twitch chat when he learned that amazonia would be the final map. Of course, being a human player himself, ToD might be biased, but I believe he had point here, not least because his predcition was correct.
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