- Joined
- May 12, 2012
- Messages
- 104
First off, I gotta say that your mix of tilesets is very cool. The Lordaeron Winter grass works really well with Black Marble and Cobble Path. Also, the Dark Dirt terrain has some cool edges that make it very suitable for various combination.
Since the Dalaran Ruins trees are darker than the Lordaeron Fall trees, they go well together with the Lordaeron Winter trees in a gloomy theme like this one. The cemetary and city type doodads are great and the map is not overloaded with them. You've also got a good eye for details like the Barrens rock pillar and the mushrooms.
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I can foresee some troubles with the gameplay. Obviously you meant for this map to be small, but the short distances will heavily favor particular strategies. For example, militias become stronger since you can easily free the gold mine or even attack the enemy base. The distance to the opponent's base is about 10 % shorter than it is on classic Blizzard maps, the one to the gold mine even 20 %.
Several creep camps are too close to your base. I've used a single Ancient Protector located within in my base to clear out four(!) camps:


You can also pull the dragon camp into your expansion.
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The item drops are a bit off. The lvl 14 camp at the merc camp should only drop a lvl 2 item, not a lvl 3. The gold mine camp also drops a lvl 2 despite only being lvl 12. he lvl 17 dragon camp in the corner should only have a lvl 3 item instead of a lvl 4 but it's debatable.
The camp in the center drops a Book of the Dead (guaranteed), which is definitely in tone with the map, but also totally bonkers. Also, it's on a creep with possession (-> debate you've had about this with deepstrasz). Though it never tried to possess when I farmed it.
Some of the creep camps can be rather aggressive when you walk by. I haven't tested them all but I'm sure that this one will be trouble, for example:

The creep camp at the gold mine should be set to normal, not camp. Otherwise you can build towers there and after killing the camp with them, the towers already become part of the new base.
The camp with the four murlocs has no anti-air. I don't know if that's really an issue because it's only lvl 8, but perhaps add one of those Murloc ensnare-types instead of a flesh eater.

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PS: You forgot critters
In summary, it's a beautiful map, but would not be suited for tournament play – it still may be tons of fun for a friendly 1v1 of course. I would like to check out another one with the same theme that's bigger. Generally speaking, anything under 84 x 84 playing size will probably never work.
Also, I recommend using the yellow grid as a help to make it perfectly symmetrical.
Since the Dalaran Ruins trees are darker than the Lordaeron Fall trees, they go well together with the Lordaeron Winter trees in a gloomy theme like this one. The cemetary and city type doodads are great and the map is not overloaded with them. You've also got a good eye for details like the Barrens rock pillar and the mushrooms.
===
I can foresee some troubles with the gameplay. Obviously you meant for this map to be small, but the short distances will heavily favor particular strategies. For example, militias become stronger since you can easily free the gold mine or even attack the enemy base. The distance to the opponent's base is about 10 % shorter than it is on classic Blizzard maps, the one to the gold mine even 20 %.
Several creep camps are too close to your base. I've used a single Ancient Protector located within in my base to clear out four(!) camps:


You can also pull the dragon camp into your expansion.
===
The item drops are a bit off. The lvl 14 camp at the merc camp should only drop a lvl 2 item, not a lvl 3. The gold mine camp also drops a lvl 2 despite only being lvl 12. he lvl 17 dragon camp in the corner should only have a lvl 3 item instead of a lvl 4 but it's debatable.
The camp in the center drops a Book of the Dead (guaranteed), which is definitely in tone with the map, but also totally bonkers. Also, it's on a creep with possession (-> debate you've had about this with deepstrasz). Though it never tried to possess when I farmed it.
Some of the creep camps can be rather aggressive when you walk by. I haven't tested them all but I'm sure that this one will be trouble, for example:

The creep camp at the gold mine should be set to normal, not camp. Otherwise you can build towers there and after killing the camp with them, the towers already become part of the new base.
The camp with the four murlocs has no anti-air. I don't know if that's really an issue because it's only lvl 8, but perhaps add one of those Murloc ensnare-types instead of a flesh eater.

===
PS: You forgot critters
In summary, it's a beautiful map, but would not be suited for tournament play – it still may be tons of fun for a friendly 1v1 of course. I would like to check out another one with the same theme that's bigger. Generally speaking, anything under 84 x 84 playing size will probably never work.
Also, I recommend using the yellow grid as a help to make it perfectly symmetrical.
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