Review of Sunken City.
The Map: its a good and nicely done map, most of the time you feel like playing an MMORPG and has the aspect of the
old "true" rpg of Warcraft 3.
The map has Random events, by finishing some fights with certain mobs, the Xp scalling and gaining its amazing, it reminds me of the first RPG map i played in Warcraft 3: Rain of Chaos, Warchaser.
The Elements of the map takes place into an old city with Huge terrain and some Quests, Events/Achievements and some nicely done and hard on Challanges for Bonusess, Love the idea of not "can't" use of Cheats, also i love your Replies for Them, I'm your Daddy and Greed is not Good, good ones \m/
The Custom for this map is Amazing for Heroes and Scalling Spells, to a degree, i'll talk about that later, but unique Heroes with Original ideas as Hunter, Tiderwarrior, Primal Guardian, Rogue, Monk, Paladin, Dragon Knight, Druid, Warlock"2.3.2" and Windmaster.
The Crafts: i like the idea taken from DOTA with buying some items and Conjuring into a more powerful one, some items are AMAZING, in like 40% of the time "depends by each individuals" and others are MEH, some of them are repetitive. Love the idea by taking 3 Poor items and make it green, 3 Greens into 1 blue and 3 Blues into one Nice or Useless Epic, depend of Luck, ofc.
I'm Masmerized by the amount of Gold you can get via selling items, i don't think i've seen a Blue item going over 230g to sell to vendor, the only one which you can sell over 230g are Epics "of course", also you cannot have too many items since you'll pray for one to drop, even with "Magic Finder" bonus. The gold wont be so much trouble if you have the Glyph for it.
The Glyphs: nicely done, in like 60 to 70% of them, few of them are repetitive to some Good ones but changed to some different purpose.
The Heroes: Support, Damage Dealer, Tanks and of course Hybrids.
Support: Druid, Shaman, Priest, Monk and i guess Which Doctor.
Damage Dealers: Mages, Shaman, Windmaster, Rogue, Hunter, Ice Lancer, Tiderwarrior, WArrior, Primal Guardian, Demon Hunter, Siren and Warlock.
Tanks: Tiderwarrior, WArrior, Paladin, Primal Guardian, Dragon Knight and i guess the Monk.
Hybrids, Tidewarrior, Warrior, Primal Guardian, Shaman, Druid and Monk. "there are more, but those are the main Events"
Useless Class "in my Humble Opinion": Priest, Witch Doctor, Necromancer, Death Knight, Tinker and Berserker.
Some of the classes are the other face of the same coin, like: Warrior/Tiderwarrior, Death Knight/Dragon Knight
Blood Mage/Mage, Druid/Shaman, Necromancer/Warlock, Hunter/Siren, Windmaster/Rogue, Ice Lancer/Berserker and Tinker/Sapper.
2 most useless Class in this game are by far PRiest, Necromancer and Tinker "my opinion only"
The Spells: a lots of the spells gain Bonus from your Primary attribute and second your "highest" Attribute.
I like the showing Healing done on you and the Dmg done on NPC/Mobs.
Some custom spells are amazingly done, scalling with your attributes and of course playing your own style to achieve your true destiny in game.
The Enviroment aka the Enemy.
Nicely done to some Degree, i hate that some Spells like PURGE and Dispell cost 20 to 40 mana, instead of 125 to 200, they're OP and have 0 cd, i've seen items with Purge which had ... 40 to 60 sec cd? no offense not your best attention to it.
Some spells dmg are bad customized aswell, like Flame Strike, Frost and Fire Bolt "both stuns" and Flaming Laso, they give HUGE dmg low mana cost aswell and ofc low cd's.
Frost bolt and Flaming laso at low lvl is your ENTIRE enemy, not the mob who's casting it but the SPELL itself.
Flaming LASO: Immobilizes you up to 4-5 sec, huge dmg and if some mobs are near the one which casted the spell, you're DEAD, you can evade it via Resurrection Stone "cooldown of 240 sec"
Frost Bolt, Cost 30 - 40 mana and gives roughly 150 to 200 dmg depends of armor "i hope" and at low lvl you're like 400 or up to 600hp at best till you met that NPC. poorly done "no offense"
I see that you paid huge amount of time making the enemy thinking like they should, casting spells when they have or they need an advantage, playing support for their friends, assisting their friend in need, ETC.
Some mobs from Dungeons are killing machines, but they work via old school body pull.
AS a whole % i give the Enviroment a huge hands down to the Testers and whomever helped you creating 'em.
The Dungeons: I hate that they're Optional, if you want to pass some mobs you need "that" dungeon, and the most important is of course in my Opinion, Black Fathom Deeps aka Water Work.
There are a total of 6 dungeons, Water Work, Skeleton's Tomb, Troll Zultar's Forest, Queen's Tomb "the hardest one", Water Bay and Gold Mine.
The Quests: are few and goes one with the story only at some "needing' time for you to pass some challanges.
The "Legendary" items: in your old Verions i could craft 'em at least once per 2 games, now i played this version 2.3.2 at least 20 times and i hardly could make any of those.
the only item i was proud of getting was that Ancient Tablet i guess is the name. its an Heirloom.
this is the review of your map, Sir SpasMaster, me and my buddies are giving you a good 4/5 points.
Sorry for Spam.
May the Elements of Conflux watch over you.