- Joined
- May 21, 2013
- Messages
- 1,638
nice map. I like it
if you are interested in some balance feedback:
1) the orange green creep looting permanent L4 , murlocks and trolls are to near each, I mean 2 permanents L4 for one player if it goes to the center and the other not. IMO for tavern balance, if a Player goes for a first tavern
those camps should be green for a creeping route for a first tavern hero.
2) the rock chunks and merc camps, it may be a problem, you can spawn an elemental from the other side maybe, you should read WTii review of my map Frostfloe deep and there you can read his opinion about rock chuncks and blocking doodads in general.
you cant farm scout the merc camps or AOW. merc camp creeps should be in camp mode
3) I feel there is a 35% chance of agro, I mean the chance is higher if the army is more large, maybe yes maybe not, I would try to pull those mines more far to be more safe, since is a L19 it may happen in midle time game.
I feel thise has a bit more chance of agro, like 60%
4) I feel the first green creep is to near the base
5) IMO I feel that path, mark with stars something is missing, it would be nice to have some point of interest to visit,
a red creep would be ideal in the very corner
6) I like starcraft cliff, but not in wc3, I mean NE can make hits more safe than the other races IMO. I mean is not orthodox to hit the creeps from above, you can hit the trolls from above while the orge walks all the way around.
hope to help
if you are interested in some balance feedback:
1) the orange green creep looting permanent L4 , murlocks and trolls are to near each, I mean 2 permanents L4 for one player if it goes to the center and the other not. IMO for tavern balance, if a Player goes for a first tavern
those camps should be green for a creeping route for a first tavern hero.
2) the rock chunks and merc camps, it may be a problem, you can spawn an elemental from the other side maybe, you should read WTii review of my map Frostfloe deep and there you can read his opinion about rock chuncks and blocking doodads in general.
you cant farm scout the merc camps or AOW. merc camp creeps should be in camp mode
3) I feel there is a 35% chance of agro, I mean the chance is higher if the army is more large, maybe yes maybe not, I would try to pull those mines more far to be more safe, since is a L19 it may happen in midle time game.
I feel thise has a bit more chance of agro, like 60%
4) I feel the first green creep is to near the base
5) IMO I feel that path, mark with stars something is missing, it would be nice to have some point of interest to visit,
a red creep would be ideal in the very corner
6) I like starcraft cliff, but not in wc3, I mean NE can make hits more safe than the other races IMO. I mean is not orthodox to hit the creeps from above, you can hit the trolls from above while the orge walks all the way around.
hope to help