- Joined
- May 21, 2013
- Messages
- 1,637
Good things:
1) Starting positions and base layout
2) Amount of neutrals and its distribution
3) I really like the items loot you used.
4) Doodads and enviroment
5) critters for rod of necromancy creeping
6) I like the creeps use.
7) gold set different because different guard level.
Things to improve:
1) Avoid chokepoints, narrow paths, and isolated trees blocking path.
2) Except goldmine creeps, the rest of the creeps should be in camp mode.
3) Some creeps seems to be too near, maybe you can disperse them or remove some if you have to much green creeps.
4) goblin lab area, lower path is narrow, upper path is narrow too and facing the camara limits, I sugest merge them in 1 path wide.
5) Air green creeps are not sugested, because undead cant creep airborne till tier 2 and buy the web item in the shop.
(humans have rifleman, orcs trolls and NE archers in TIER 1).
6) The Murlock (north part) and the tavern seems narrow and messy,
avoid narrow paths so units wont get trapped. I sugest more wide path. 8-10 editor pixel units is the rule I follow for path
7) Some parts are mono-tileset green, maybe you can use more earth or short grass to have more tile variation,
8) avoid gaps between trees, small units can hide.
All in all nice for a first map.
1) Starting positions and base layout
2) Amount of neutrals and its distribution
3) I really like the items loot you used.
4) Doodads and enviroment
5) critters for rod of necromancy creeping
6) I like the creeps use.
7) gold set different because different guard level.
Things to improve:
1) Avoid chokepoints, narrow paths, and isolated trees blocking path.
2) Except goldmine creeps, the rest of the creeps should be in camp mode.
3) Some creeps seems to be too near, maybe you can disperse them or remove some if you have to much green creeps.
4) goblin lab area, lower path is narrow, upper path is narrow too and facing the camara limits, I sugest merge them in 1 path wide.
5) Air green creeps are not sugested, because undead cant creep airborne till tier 2 and buy the web item in the shop.
(humans have rifleman, orcs trolls and NE archers in TIER 1).
6) The Murlock (north part) and the tavern seems narrow and messy,
avoid narrow paths so units wont get trapped. I sugest more wide path. 8-10 editor pixel units is the rule I follow for path
7) Some parts are mono-tileset green, maybe you can use more earth or short grass to have more tile variation,
8) avoid gaps between trees, small units can hide.
All in all nice for a first map.