(3 ratings)
Don't have time to edit my maps edit if u like, check my other newer maps as well.So far have only tried the Burning Crusade and Draenei
Draenei:
The naaru flying unit and gunship are rather strong for their food-costs. You're clearly missing a few building models to complete the set but the ones that aren't recolored models look really great!
The defensive options for grabbing 12 units back home free of charge without a manacost on towers doesn't allow players to do something against it So even manaburn doesn't break it. So it's really strong. Perhaps consider that the building can't be under attack in order to use it. You could lower the base hp on the towers and give it a manashield and the unit teleport skill perhaps this would also work to make choices of how to defend. As to balance it out a bit. Unless you lost a skirmish it's near impossible to lose your base while you yourself are even on the offensive in someone else's base and considering the price of tp scrolls it's really strong. The huntress glaives and permanent for a very small fee on auto-cast is also very strong and easy to play for a big benefit.
The color-scheme of the icon's are a bit "confusing". Blizzard tended to follow a color scheme with icons but the usage of those colors also served a subliminal purpose. Having 4 yellow icon's might be improved upon on using different tones for the healing spells and the damage spells you can play around with inverse background/icon coloring etc. Just for friendliness/accessibility. Normal elek's have warstomp which is very usefull but their big Elek knights have a chance to stun on attack sure the other stats are part of it but maybe give them a straight direction charge and stun/eathclap everything on their way on the Elek knights might make them more interesting.
The basic item that requires the units to die is something i really liked, but it might be a bit to strong. Even though it excludes hero's/mechanic/flying units it's still pretty good. Their orb is something odd, if you go triple hero and all of their orbs proc in the same fight especially in a 2 v2 is fightwinning in their own right. So overal the draenei are way to strong. But really cool setup. I'm trying to keep them at 80% handicap when i play to even them out a bit.
Burning Crusade:
It's an interesting take on the human buildings and the hallowed ground kinda works like an inverse blight int terms of regen. Interesting concept.
They lack decent front liners until you get to t3 with paladins which you can run into enemy bases with divine shield wreak havoc and tp out. On cast self-heal on the footman felt a bit underwhelming to defend ability in terms of usefulness. And compared to the towerguards are just way better then them. The prayer suicide hero skill makes it really easy to ensure he levels up sure he dies but that usually worth it to have him die off 2-3 fight to reach lvl 6 nearly every match., the crossbow units being basically another siege unit and that almost gives them 3 siege units kinda makes them rather odd. The 4 targets javelins make a good counter to mass air.
But being able to just build up 20 towers and rush their bases with the guards and creep with them is really to strong if you just tower up you're strong both offensively and defensively. It might need some tweaking, a longer lasting duration in a trade of with a max distance from the base or something might be an interesting way to look at it.