- Joined
- May 21, 2013
- Messages
- 1,637
1) I think you should remove those towers and farms if you want your map to fit ladder, also if you destroy those towers and get exp, thats a problem. I mean neutral passive buildings is one thing, and human campaing as neutral passive is other thing.
2) gob labs area are somehow IMO dead ends. hipotethically speaking, red wants to creep the gob lab, blue appears from the waygate to hijack it, no place to run. deadends should always be avoided.
3) another IMO: hipothethically if the blood mage can launch the fire thing murlocks have to go all the way around to reach the footmans, and or it may be also launched from the bridge. I now murlocks in water is the theme, but I would better try maybe something more safe. just to be safe.
4) I feel that orange is to near. I think it would be better a green creep, I also feel that the wall of trees is thin, so I would try to burrow creep it
well burrow creep it would be ok for a green creep.
5) I think the chance of agro is very high, I would increase the playbe size to pull those mines more far, to be safe of agro, so you can walk safe, scout safe,
overall I like the map, I like the enviroment, and I really like the waygates, is an interesting touch
I hope to help