- Joined
- May 21, 2013
- Messages
- 1,637
1) creeps too near.
2)merc camp is bloking the paths, creeps should be in camp mode.
3)terrain is lacking, mono-tileset, with som grass here and there and points of dirt, but the overall is monotile ground. flat terrain
4) neutrals should not block the paths, aggro, creeps will attack is good to design a U region for creeps and neutral buildings.
5) IMO this is a small paths for a 6 player map, I think it would be good in 1v1, but in 6 is not a good place to be.
6) IMO, it feels to exposed. also highground just in front, if you dont build up, you have no scouting.
7) gaps between trees, wood doesnt protect the peons
8) small path
9) I feel this L17 creep will aggro here, attack while passing.
10) this one is very exposed.
11) IMO , the gates of the center should be broken, but is an IMO, nothing bad for custom play.
12) Green base, I feel the south path is less wide than north, so if the enemy is going to attack this base, I feel like the south path is more hard to attack than the north.
13) yeah, this will attack you, and thats the path from orange base to yellow of the same team.
14) yeah you can hit those from above,
15) IMO, I would not use a flyer for a first expanding, undeads cant creep till tier 2 unless they go with the lich hero. A good balanced map, all players can expand to somewhere, if not, 1 player will starve regarding teching and building army.
16) the harpies should be in camp mode, because the L3 ones have 600 range instead of 500, so they probably will get you.
I like the neutrals distribution, 2 in the corner, 1 in the cener more near the enemy, I like it. I also like the expandings positions.
I also like the tavern positions,
I like the goblin labs, mer camps and goblin merchants positions, but they aggro.
It should be set to set to awaiting update, but I have to say I feel that this map has the potential to be a great map
good luck and see ya