mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
So for once a map where waygates are actually used in a manner that could make sense. Overall I have mixed feelings about this map.
What I like:
1. As mentioned above, the waygates are used in an interesting way. They are not forced upon the players, but can become relevant in certain situations, mostly if a player expands.
2. Generally balanced creeps and items.
3. The layout (even if there were land connections instead of the gates) feels really unique, and nevertheless I think it could work.
What I dont like that much:
4. The expansions are really far away from the main bases, even further than on TM. Expanding will not be easy at all.
5. There are two creepspots near the base which give a relatively safe lvl 2 to hu/ne, which is uncommon imho. Especially the lab with the highground is hard to harass. Normally on the current ladder maps, to get your first hero to lvl 2, you either have to take two camps, or take a camp that leaves you somewhat exposed to harass (EI/LR/TM merc camps, CH lab). However, you could argue that NI is a counterexample, so maybe it's ok.
6. With very few trees, some of which are blocked by doodads, I would rate this a rather nightelf-unfriendly map in the current meta.
7. The map currently has no ingame description.
What I have mixed feeling about:
8. While I like the use of a nonstandard merc camp, I used to consider the outland merc camp as a pro-human merc camp, since the draenei disciple can only heal but not dispell, and starts with a low amount of mana, which compared to the forest troll shadowpriest makes him much less useful for anyone without brilliance aura. However, since nowadays all races go have summons early on often, the lack of dispell might now longer be an indirect buff to humans only. Not sure if I might just be overthinking this.
9. Outland isnt really one of my favorite tilesets, but considering that I think the map still looks good.
Overall no bugs, and the potential downsides are debatable, at least until highlevel players are playing it. Map approved.
What I like:
1. As mentioned above, the waygates are used in an interesting way. They are not forced upon the players, but can become relevant in certain situations, mostly if a player expands.
2. Generally balanced creeps and items.
3. The layout (even if there were land connections instead of the gates) feels really unique, and nevertheless I think it could work.
What I dont like that much:
4. The expansions are really far away from the main bases, even further than on TM. Expanding will not be easy at all.
5. There are two creepspots near the base which give a relatively safe lvl 2 to hu/ne, which is uncommon imho. Especially the lab with the highground is hard to harass. Normally on the current ladder maps, to get your first hero to lvl 2, you either have to take two camps, or take a camp that leaves you somewhat exposed to harass (EI/LR/TM merc camps, CH lab). However, you could argue that NI is a counterexample, so maybe it's ok.
6. With very few trees, some of which are blocked by doodads, I would rate this a rather nightelf-unfriendly map in the current meta.
7. The map currently has no ingame description.
What I have mixed feeling about:
8. While I like the use of a nonstandard merc camp, I used to consider the outland merc camp as a pro-human merc camp, since the draenei disciple can only heal but not dispell, and starts with a low amount of mana, which compared to the forest troll shadowpriest makes him much less useful for anyone without brilliance aura. However, since nowadays all races go have summons early on often, the lack of dispell might now longer be an indirect buff to humans only. Not sure if I might just be overthinking this.
9. Outland isnt really one of my favorite tilesets, but considering that I think the map still looks good.
Overall no bugs, and the potential downsides are debatable, at least until highlevel players are playing it. Map approved.