- Joined
- May 12, 2012
- Messages
- 104
Some of the terrain looks pretty cool. The Northrend trees kick ass here:
Seems to prove once again that Sunken Ruins can be combined with nearly anything.
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The heavy wind effect may be a bit too extreme, but then again weakening it would kind of kill the magic, wouldn't it?
I'm not sure what the point of having two taverns is, when you might as well place a single one right in the center? Or would that interfere with the map theme in your opinion?
Anyway, the main problem I see are the creep camps:
1. The one at the central gold mine has lvl 18, which is very strong and makes it hard for human to expand.
2. That creep camp also consists purely of melee creeps, thus can easily be cleared out by air.
3. Similar with the goblin shop camp, if the lvl 2 ensnare creep is gone it's mayham for air.
4. Also, the creep camp at the natural gold mine is too far out in the open, it will attack units that are only passing by.
5. That problem also applies to the gold mine creep camp, although it's not as bad there.
The gold mines in the corners offer relatively little wood because the workers can't pass between those buildings. I would remove those altogether.
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All in all, I'd say that the terrain is the best thing about this map. The textures are spread nicely and evenly, the few lily pads in the shallow rivers are great, there's some creative doodad stuff going on and it's not overloaded (which I tend to do).
I'm not a fan of the central thing with the wind and the rock spires.
The creep camps need to be partly redone and probably be less weird overall.
Hope that helped! (I haven't been commenting much here as of yet)
Seems to prove once again that Sunken Ruins can be combined with nearly anything.
===
The heavy wind effect may be a bit too extreme, but then again weakening it would kind of kill the magic, wouldn't it?
I'm not sure what the point of having two taverns is, when you might as well place a single one right in the center? Or would that interfere with the map theme in your opinion?
Anyway, the main problem I see are the creep camps:
1. The one at the central gold mine has lvl 18, which is very strong and makes it hard for human to expand.
2. That creep camp also consists purely of melee creeps, thus can easily be cleared out by air.
3. Similar with the goblin shop camp, if the lvl 2 ensnare creep is gone it's mayham for air.
4. Also, the creep camp at the natural gold mine is too far out in the open, it will attack units that are only passing by.
5. That problem also applies to the gold mine creep camp, although it's not as bad there.
The gold mines in the corners offer relatively little wood because the workers can't pass between those buildings. I would remove those altogether.
===
All in all, I'd say that the terrain is the best thing about this map. The textures are spread nicely and evenly, the few lily pads in the shallow rivers are great, there's some creative doodad stuff going on and it's not overloaded (which I tend to do).
I'm not a fan of the central thing with the wind and the rock spires.
The creep camps need to be partly redone and probably be less weird overall.
Hope that helped! (I haven't been commenting much here as of yet)