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Palace of Fire

Submitted by VGsatomi
This bundle is marked as approved. It works and satisfies the submission rules.
Contents

Palace of Fire (Map)

  1. VGsatomi

    VGsatomi

    Webmaster's Council

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    Updated. Changed the theme to suit the dungeon tileset more.
     
  2. Hormonij

    Hormonij

    Joined:
    Jul 15, 2007
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    Perfect map, good job.
     
  3. water_Knight

    water_Knight

    Joined:
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    I think this map lacks trees since if the game goes on for long anoud you run out of wood real fast and will have to rely on the mercinaries to win the game.

    Also the portal to your enemys and your base are way to abusable since you can just send a massive army threw it and kill your enemy instead of letting them defend the enterance
     
  4. Rui

    Rui

    Joined:
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    Rui's review for "Palace of Fire" (melee map by VGsatomi)

    The map is original, I somewhat liked the terrain. The idea of the temple and the way you terrained it were good!
    My critique goes to the outside parts. I know both the Dungeon and Underground tilesets don't offer a lot of ground textures, but you could have used a little elevation.
    I also don't like the size of the map -- it's way too big.

    Next, the resources, which, like water_Knight (who played with me) said above, are scarce when it comes to lumber. I don't know if this was intentional, but the fact is that you run out of wood relatively soon.

    Then the neutral buildings... you placed Gold Mines close to the base, and a Mercenary Camp. The Gold Mines might have been placed intending to speed the game up, I don't have anything to argue here. The Mercenary Camp was lightly guarded and I like to see that, but considering the size of the map, it's not so useful.
    Unless, of course, you meant to force the players to hire mercenaries from there once lumber ran out, which water_Knight also mentioned.
    EDIT: Oh, regarding the Waygates. The destinations indeed create a weak point for players, perhaps you should mark it with unbuildable textures. It's a question of defending your base on that point.

    The creeps were well selected, but again, you placed them in a way that makes it impossible for the players to scout.
    Imagine that two players go Random, and the other two pick a race. There are certain units that work better against some races than others, including heroes. If a team 1 knows team 2's races, but team 2 doesn't know team 1's, a sort of imbalance takes place among more experienced people.
    I didn't understand the thing with the items. Creeps were all over, but only a few dropped items. I didn't get to see how balanced they were.


    After summing everything, we have an interesting map terrain-wise, while in terms of gameplay, it is a long-length, teching map, just like your last ("Flow of Liberation").
    My rating is a 2,5 out of 5, which makes a 3 (Useful). The map remains Approved.