The terrain was quite mediocre. While the tiles you used were manipulated pretty efficiently, there were no signs of Dirt and Rough Dirt. It is almost never a good idea not to use all the tiles available because more variation usually implicates a better terrain. Talking about the doodads, they were not used badly as well. A little concern is using river rushes and cattails around the trees. These doodads are not supposed to be used in forests (hence the name *river* rushes; cattails are wetland plants) thus they do not seem to blend very well with trees. I'd recommend using shrubs instead because they are suitable for forests and do not create any contrast with the green colour of trees. Since this could sound a bit like a monochromatic scenery, I'd suggest adding flowers as well to add some vivid colours. Lastly, I noticed that the terrain is too flat. When using cliffs especially, it is a good idea to create raisings and lowerings because not only do they provide advantageous/disadvantageous points to plan strategies and tactics but also improve the aspect of your terrain.
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The gameplay consists in controlling the famous DotA character Shadow Fiend [Nevermore] to fight other Shadow Fiends with the same four skills of the original DotA hero. It is quite challenging since you need to master the 3 Razes to kill others yet this could get quite repetitive. Razing the whole game isn't something particularly enjoyable for a long period. In addition, in the very beginning, it is difficult to kill someone. Raze doesn't seem to deal a lot of damage to other heroes so I'd like to recommend lowering the initial HP for a more thrilling gameplay. However, the presence of four useful items spiced up the game. I have a word about them though. Their cooldown is far too low. When I bought the dagger, I could just rush in, kill someone with critical HP and escape, all that in a few seconds, too few seconds... Same goes for the other items. If someone manages to get them all, he becomes nearly immortal. Additionally, the lack of consumable items like potions, scrolls and such was really dreadful. I strongly recommend implementing them (minimum 5 I suggest). About the AI, it is not so smart. They tend to focus on going to the centre of the map, fighting a bit, chasing and stupidly going to the enemy base to continue fighting. It happened a lot of times that I had critical HP and I passed beside the whole enemy team but they totally ignored me. Your AI needs improvements and more intelligence. Currently, one can fool it easily.
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Here is a list of some additional issues with their solutions (you may find optional ones though). First of all, the creeps and the AI. I noticed the Mud Golem, a magic immune creep which does not get damaged by Raze. However, the AI doesn't seem to understand that and still Razes them for no reason when all other creeps are dead. That could be a disadvantage because if they get ambushed, they need to Raze the enemy immediately, not wait the cooldown. The next issue is that your game is totally not noob-friendly or instructive. Just as the game loads, you find your hero in front of you and the AI already walking away. Confusing, really confusing. If someone doesn't know DotA and who's Nevermore or even doesn't know what's an Arena gameplay type (we should consider all possible circumstances), how can he know what he's supposed to do? Typing an introductory message, where you include what to do, any mode you can set and a brief outline of the gameplay, would be much better. Furthermore, I also noticed that the game never ends. In one of the games I played, I used cheats and scored over 170 kills but still it didn't end... Do I have to type something to set the kills for victory? I don't know because it wasn't written neither in a message nor in the Quest Log.
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Eventually, the map requires several improvements and much more work to reach an approvable state. As for now, this is set to needs fix with a rating of 2/5.
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