deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,241
The (4) in front is unnecessary. The game and site detects the player number automatically.
Forces should not be a thing because that means those players will always start in one specific position. Randomization like in melee is funner.
The idea is generally good and would fit the Altered Melee tag.
Forces should not be a thing because that means those players will always start in one specific position. Randomization like in melee is funner.
- I don't think it's a good idea to leave only one way which isn't that wide (the middle) for battling after the others are destroyed. At least make it so that you could rebuild the bridges.
- Careful with space between trees as that is lost space where wood could be. Night Elves don't care but the other races do. Small units can also get through.
- Neutral hostile camps are weirdly placed around the mines. I suggest you balance them and make them even for all players so that no advantage would come to some. Some mines have one golem and near them items on the ground. That's bad. Heroes can just take them easily. Other mines only have a sixth level dragon over them. Some only have some items near them and that's it. Is something killing the creatures or driving them away (a tenth level dragon was somewhere a bit to the east from the mine near the map edge) so early in the game? It might be the demons? But that sucks. They should be allied with the neutral hostiles so things like that won't happen.
- Why are the bridge supports being drained of life!?
- If this is intended for 4 players and their armies, there should be more space to move. Too many narrow spaces also where you could lock them down with towers (use unbuildable terrain there). Well, you used the Way Gates for compensation somewhat. Actually, no, since they don't teleport you on the other side.
- Another issue is demons falling on trees and destroying them (less wood) also making new paths. That is not good. Do they just fall randomly? That could mean you're base could suddenly come under attack while you're on the other side of the map?
- Maybe you could make a way for gates to be opened on command (player owned unit or circle of power for it, I don't know. Hopefully, it won't become abusive. Or perhaps you should remove them altogether but then Way Gate rush would be annoying if the gates would teleport you on the other side.
- I think the map should be bigger to have more trees and wider pathways. It's all too cluttered now.
- Maybe you'd want to make those special abilities for higher levels? Passive abilities have active looking items. Also, try importing some custom icons for them. (this program can be used to turn any icon into passive/active/disabled etc. looking; Button Manager v1.8.2)
- Item drops should also be balanced among players.
- It looks like the demons just stand there where they fall and do not go to hunt their enemy.
- Units guarding mines should have the highest camp range.
- The settlements gain upgrades after the opposite one is destroyed but that creates too much advantage for the already in favour side.
The idea is generally good and would fit the Altered Melee tag.
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Basic Mapping Video Tutorial
WE Map Editor for Newbies!
The Path Of Proper Map Making - What to do and what should be avoided
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Competitive Melee Map
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Pathing - Everything about it
[Terraining] Alternative Pathing Technique
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Triggers - Memory Leaks and Custom Scripts
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