- Joined
- Aug 16, 2008
- Messages
- 319
Needs 24p map preview.
BTW, this map is good.
BTW, this map is good.
(2 ratings)
Alright. I played it with A.I and gave it a go on a 4v4v4. Here's my personal review.
This map is not garbage, but needs work.
- The destructible blockers at the ramps to each team's base just screws up the A.I as they do no know how to destroy the walls or gates blocking the entrance, while, on a online lobby this is no issue, to those who want to play single player it is. This also forces you to just rush Tier 2 and build artillery just to get rid of them (for stone walls).
- Creeps are awfully close to bases, I even got attacked once by them due to building too close without realizing it!
- Some of the gold camps, specifically for orcs and humans, you CAN'T build your town/great hall on! (The island ones mostly)
- The terrain is "meh" with just what appeared to be randomly placed doodads and destructibles.
- Holes in the floor and the ramps look somewhat strange.
- If this map is not finished, as you have said in the description that it is a beta, then perhaps it shouldn't be in this section and be moved to the Map Development forums.
- Please, if you are going to block the entrances, use the same blocker types. Stone Walls will only make the ones who have them rush to T2 just to get rid of them, while Iron Gates are easily destroyable.
Ok so I just looked at it from the editor. I'm not gonna repeat what @Jaxximus wrote, but I wholeheartedly agree with all of his point. It just looks like work-progress for now, which however isnt anything I blame you for.
A few suggestions what I think would improve the map:
-More trees in main bases. Anyone except nightelves will soon run out of lumber in longer games, which is what this map will surely produce. Trees are not dense, which is tedious work... But the good news it that I havent found any place where it makes units go major unexpected shortcuts.
-Big map, big armies, big fights. It wont be fun to get a cobied army from 4 players up these tiny chokes some of which are even uphill (next to tavern). For the same reason, FUCK BRIDGES IN PARTICULAR IN TEAMGAMES!
-Game data to "melee latest patch" plz.
-Central area is more or less flat. Adding some unpathable areas will make it more interesting and can also be used to make it easier to navigate the middle area without aggroing creeps.
-Some of the red spots in mid could actually drop stronger items imho (those 9golem 8 water elemental spots that drop a lv 5 +1 item).7
-Creeps that protect gold mines are usually not on camp stance. On the other hand, one camp in the southwest isnt on camp stance when it should be.
-If I look at the summary of itemdrops in the Object manager, then I would conclude that there are probably some asymmetries in item drops.
What I wondered about:
-Gates and cobolds and tavern location mean you cant realistically go for neutral hero first? Is that intended?
-What is the point of these small highground areas near some expansions?
I'll be honest with you, for my liking this map seems favor a defensive players too much. From my limites experience FFAs it is rare that players (or teams) get entirely taken relatively early on in the game, but on this map it seems that this isnt even an option even if someone would try to go all out for a kill. Of course, you might see things differently. However, my mapping philosphy is that a map should still leave most normal strategic options open to the players (Though I guess it is legitimate to argue that there are no "normal strategies" for 4v4v4v4v4v4 yet).
Yes I should have explained it in more detail: Basically most of you map has a 60° rotational symmetry, which means that every creep camp (and therefore every item drop) should exist in multiples of 6. Except for the central area, where some creep spots appear less than 6 times, but if I saw it correctly, even then every creep spot appears in even number except for the central creep spot at the market place. So almost all item class/item level combination should appear in even numbers, except for those that drop at the central creep spot.When I look at the object managers items, it all seems sufficiently random to me. There may be a few camps not dropping enough loot. Creeps that guard mines drop only one item, but creep camps that aren't guarding anything should drop 2. Other than that, I'm not sure I understand what you mean.
It seems the issue of creeps attacking bases is gone, but why 2 maps? Also, the drop of the creep camp at middle is rather...bad. Just a mask of death and a potion of restoration...? I mean...come on, that Forgotten One was really hard to kill due to how many tentacles he would just constantly spawn.
Because that way, you'll know where one of four players in one of those groups will start. Anyways, it was a suggestion. I did not say do it, just to be clear.WHY would I do this when lobby teams would work so much better?
Let's be fair. Those creatures are not actually guarding the camps but the gates.For mostly the same reason that taverns are. They are not ACTUALLY unguarded if you look closely. There IS a creep camp between them and the tavern.
Well, placing campaign units isn't actually cool if you're not used to them and have a kind of "what the..." moment. Anyways, that's beside the point I was making which takes this map out of melee and puts it in a poor altered melee state as we don't have the tweaked melee tag yet. But, if you are that insistent on keeping the Flesh Golem and Forgotten One, at least upload two versions of the map here, one with no other changes than usual melee and this one you like.Because heaven forbid someone actually puts something COOL in a team FFA
In case you haven't read the last part of the review, do it again.Do me a favor and STAY AWAY from my projects.
The game's fault is not the map's fault. I will not force map authors circumvent the game's bugs so I can approve their maps.I understand we can't have people going around publishing substandard maps, (and don't get me wrong, this is a superb map) but you personally approved this map with the blight bug unfixed (Island Expedition) while my first project is still pending approval.
Since apparently you don't like an official reviewer. Here comes mine regarding the changes.
- Taverns and Mercenary Camps are meant to be strategically placed shops for people to buy heroes/custom units, etc. The creeps you say are guarding them, are guarding the gates. Not the camps. One could easily bum-rush the Tavern for a heroes and they can just insta-revive their hero from inside their base, which beats the purpose of a tavern. Night Elves have no decent melee because thats their negative, they're a ranged race that's meant for defense, not fighting on the front lines. Also, which melee maps do this? Cause no blizzard maps have placed mercenary camps unguarded and specially so close.
Also, if you are going to have gnolls "guard" gates, I suggest you put them these gloves behind the gates, not outside where people can easily just cheese it and attack them without getting a single hit back with ranged units.
- Creeps need some adjusting, from the top portion of the map I attacked a mine creep camp and I got attacked by 3 other creep camps cause they were in aggro range. However, it was STILL easy with a mountain king, having only 7 units and having only 2 lost, while it didn't annoy me much, it could annoy any other person and can affect a race with not so very good melee.
In addition to the behavior above: Official Reviewers are supposed to make the map qualify for approval, just because the general people who played your certain map does not mean the moderator should like it as well.
That is all.