mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Hey, nice idea to reinvent some of the more iconic blizzard maps.
Overall I think it worked very well. You have omitted some of the standout features with the double gold mine expansions and the portal, but in terms of balance that is certainly a good call. I wouldnt mind seeing it on w3c instead of some other "why dont we all fastexpo on t1"-map, say, Northshire, Full Scale Assault or Sanctuary.
What I think isnt ideal yet, but also very understandable with the concept of keeping the features of the original:
1. The creeps at the gold mines in between the players attack if you place buildings just a few tiles away from your main at some starting positions.
2. A lvl 3 item (even without additional powerup) is quite strong for lvl 12 spots. Especially for the corner positions, which are completely safe to take and come with the reward of gold mine access.
3. Yes I know the original has red camps completely without aa (at the mercs). Still I would like to see more than just two lvl 1 skeleton archers there.
4. And like in the original, many of the central creepspots at the mains or fountains can and will aggro by accident.
5. For FFA, I dont see any reason not to have creeps at starting positions. Also have you tried if it is possible to set enemy priorities in such a way that for 4-player-FFA each player spawn in a different corner?
None of this i without precedents for 4v4 maps though. Map approved.
Overall I think it worked very well. You have omitted some of the standout features with the double gold mine expansions and the portal, but in terms of balance that is certainly a good call. I wouldnt mind seeing it on w3c instead of some other "why dont we all fastexpo on t1"-map, say, Northshire, Full Scale Assault or Sanctuary.
What I think isnt ideal yet, but also very understandable with the concept of keeping the features of the original:
1. The creeps at the gold mines in between the players attack if you place buildings just a few tiles away from your main at some starting positions.
2. A lvl 3 item (even without additional powerup) is quite strong for lvl 12 spots. Especially for the corner positions, which are completely safe to take and come with the reward of gold mine access.
3. Yes I know the original has red camps completely without aa (at the mercs). Still I would like to see more than just two lvl 1 skeleton archers there.
4. And like in the original, many of the central creepspots at the mains or fountains can and will aggro by accident.
5. For FFA, I dont see any reason not to have creeps at starting positions. Also have you tried if it is possible to set enemy priorities in such a way that for 4-player-FFA each player spawn in a different corner?
None of this i without precedents for 4v4 maps though. Map approved.