- Joined
- May 28, 2020
- Messages
- 42
Visually you did a fantastic job blending from the "civilized" area to the natural forest down to the beach below. The map feels expansive and has plenty of space to move about. The visually distinct areas make it easy to identify where you are in the map without having to look at the mini map.
You also used a good amount of doodads. Some of which that block movement are not evenly distributed on both sides. The main spot being outside either sides natural expansion goldmine, the center tree line has fences blocking the trees on the south compared to nothing blocking them on the north. The main issue with this would be a Keeper of the Grove not being able to utilized the trees from the south to spawn Treants, but they can from the north. If they were mirrored with similar footprint of blocking terrain then it's fine, but it's one sided at the moment. I would keep the blocking terrain you have and add in something to the north side, as what you have there looks nice.
Creep camp wise, you have a plethora of Green camps (18) and a good amount of Orange and Red. I think it is an interesting take breaking up the item drops to give a targeted approach to searching for items.
There are a few creep camps that are overly exposed to being in the pathing lanes (Rogue Camp left of starting location, Gnolls at Natural Expansion Goldmine, Gnoll/Spider Camp to the right of the Goldmine, Murlocs near large pond, and Kobold Geomancer Camp just outside starting location). The issue with them being overly exposed is having the camp being pulled without the player wanting to engage with the creep camp or having the creep camp engage their reinforcements that are walking across the map. I feel this is generally ok if you are in corners, where there isn't much other reason to be sending your units there to other then engage said creep camp. This could be remedied by either sliding them in a little closer to the tree lines or digging them in a little deeper into said tree lines. The Fountain of Health is fine in this regard as it is a center piece. The players should generally know better.
Over all, great job. The map is in a pretty good spot out the gate, and would only need a few tweaks here and there.
You also used a good amount of doodads. Some of which that block movement are not evenly distributed on both sides. The main spot being outside either sides natural expansion goldmine, the center tree line has fences blocking the trees on the south compared to nothing blocking them on the north. The main issue with this would be a Keeper of the Grove not being able to utilized the trees from the south to spawn Treants, but they can from the north. If they were mirrored with similar footprint of blocking terrain then it's fine, but it's one sided at the moment. I would keep the blocking terrain you have and add in something to the north side, as what you have there looks nice.
Creep camp wise, you have a plethora of Green camps (18) and a good amount of Orange and Red. I think it is an interesting take breaking up the item drops to give a targeted approach to searching for items.
There are a few creep camps that are overly exposed to being in the pathing lanes (Rogue Camp left of starting location, Gnolls at Natural Expansion Goldmine, Gnoll/Spider Camp to the right of the Goldmine, Murlocs near large pond, and Kobold Geomancer Camp just outside starting location). The issue with them being overly exposed is having the camp being pulled without the player wanting to engage with the creep camp or having the creep camp engage their reinforcements that are walking across the map. I feel this is generally ok if you are in corners, where there isn't much other reason to be sending your units there to other then engage said creep camp. This could be remedied by either sliding them in a little closer to the tree lines or digging them in a little deeper into said tree lines. The Fountain of Health is fine in this regard as it is a center piece. The players should generally know better.
Over all, great job. The map is in a pretty good spot out the gate, and would only need a few tweaks here and there.