- Joined
- May 12, 2012
- Messages
- 104
Saw your thread on reddit and figured I'd drop a comment.
It is a very unique design for sure. What's interesting is that even though the different types of terrain have "broken" edges when combined, it still looks cool and like it was meant to be like that:
Nice job on the water basin near the goblin merchant in particular, also the top and left murloc camps and murloc/makura camps:
What I'm unhappy about is that it doesn't count as a melee map anymore. I can see why you want the special doodads and all that, but I think you could have done without. The green trees could be lord-summer and the blueish trees lord-winter. I've swapped them in the editor and it still looks pretty good. Guess I'm too conservative when it comes to such design issues.
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LAYOUT
The expo is very close to the main base. All of the trolls do piercing damage so HU might wipe it away with some militia and defend-footies, then cash in on a juicy lvl 3 perm. It'll also be a lot easier to defend that. I would ask a HU player on his opinion.
Additionally, the map as a whole is very small. A peon needs 43 seconds to walk from town hall to town hall – that's about 20% less than on the smallest commonly used 1v1 map EI. It'll definitely play a little different than the meta.
About the two-way gold mine on the right: Isn't it extremely hard to defend this once you've set up your base? The enemy can use artillery on your entangled or hunted mine, but to challenge him, you need to squeeze past the sides of the mine. This will be a critical choke point that's very difficult to overcome unless you clean out a lot of trees first. Any army composition that prefers to fight in a narrow spot would have a huge advantage here. I'm not saying that the gold mine cannot use that way, but perhaps the creep camp guarding it should be weak instead of strong? Then again, I haven't tested it, so this is all general armchair speaking.
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CREEPS
The lvl 9 Makura camp drops two lvl 1 perms instead of one lvl 2 item. I'm not sure if that will be appreciated. In a scenario where you're playing single-hero you won't have room for those two items and would prefer to have a single, stronger permanent. If you really want to include 2 drops, I would make one of them a powerup. Same cae with the lvl 16 camp at the marketplace: At that stage of the game, nobody wants lvl 1 permanents. They will only clutter up your inventory.
The lvl 16 murloc camp at the goblin lab only drops a lvl 2 perm, that's pretty weak.
Can't find the critters. why u h8 ud ;_;
Clever idea to mark the aggro range of expo creeps. I'll try to do that too next time.
===
Great mix of tilesets and very innovative, double-access neutral building use. You've got a classic axisymmetrical layout but tilted it by only 30 degrees or so, therefore making it look nothing like any other map.
Don't think it's tournament-ready but it's definitely very cool.
It is a very unique design for sure. What's interesting is that even though the different types of terrain have "broken" edges when combined, it still looks cool and like it was meant to be like that:

Nice job on the water basin near the goblin merchant in particular, also the top and left murloc camps and murloc/makura camps:


What I'm unhappy about is that it doesn't count as a melee map anymore. I can see why you want the special doodads and all that, but I think you could have done without. The green trees could be lord-summer and the blueish trees lord-winter. I've swapped them in the editor and it still looks pretty good. Guess I'm too conservative when it comes to such design issues.
===
LAYOUT
The expo is very close to the main base. All of the trolls do piercing damage so HU might wipe it away with some militia and defend-footies, then cash in on a juicy lvl 3 perm. It'll also be a lot easier to defend that. I would ask a HU player on his opinion.
Additionally, the map as a whole is very small. A peon needs 43 seconds to walk from town hall to town hall – that's about 20% less than on the smallest commonly used 1v1 map EI. It'll definitely play a little different than the meta.
About the two-way gold mine on the right: Isn't it extremely hard to defend this once you've set up your base? The enemy can use artillery on your entangled or hunted mine, but to challenge him, you need to squeeze past the sides of the mine. This will be a critical choke point that's very difficult to overcome unless you clean out a lot of trees first. Any army composition that prefers to fight in a narrow spot would have a huge advantage here. I'm not saying that the gold mine cannot use that way, but perhaps the creep camp guarding it should be weak instead of strong? Then again, I haven't tested it, so this is all general armchair speaking.
===
CREEPS
The lvl 9 Makura camp drops two lvl 1 perms instead of one lvl 2 item. I'm not sure if that will be appreciated. In a scenario where you're playing single-hero you won't have room for those two items and would prefer to have a single, stronger permanent. If you really want to include 2 drops, I would make one of them a powerup. Same cae with the lvl 16 camp at the marketplace: At that stage of the game, nobody wants lvl 1 permanents. They will only clutter up your inventory.
The lvl 16 murloc camp at the goblin lab only drops a lvl 2 perm, that's pretty weak.
Can't find the critters. why u h8 ud ;_;
Clever idea to mark the aggro range of expo creeps. I'll try to do that too next time.
===
Great mix of tilesets and very innovative, double-access neutral building use. You've got a classic axisymmetrical layout but tilted it by only 30 degrees or so, therefore making it look nothing like any other map.
Don't think it's tournament-ready but it's definitely very cool.