deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,236
Not really a good idea to have the Village Hall look like the Human Camp. Or Night Elf Camp=Ancient Tree.
Creeps are different in every place.
Wizard of Light spells have no hotkeys (text/title). Purify's icon=Transmute's.
Magnus Statue=the Magnus neutral hostile unit. If it's a statue, why does it move?
The Pack Horse can't build the tent as it remains at 50 HP. A Farmer is required to finish the construction.
Why are some of the heroes in the Human Altar also in the Tavern?
New hero spell descriptions aren't explicit. Try mimicking the ones in the original game. The spells are also nothing special or very creative.
Heir of Light's unit description only says: "Warrior Hero". His armour giving aura has an icon that can be seen on many unit spells (eg: Protection of the Light on the Witch hero and Wizard of Light) and the buff/aura effect icon is that of Avatar.
Call to Arms should be removed from the human main building and its upgrades as it doesn't work.
The Wizard of Light can use both Healing and Purify from the start.
Unit descriptions should include more than: "Ranged unit" or "Spellcaster".
Should mention in the description that Tents can also serve as a drop point for lumber.
Building a Tent does not enable the Defender on the Farmer.
Why would the Captain also have Charge!? That means this hero has 5 spells.
The Wizard's Divine Power enables the spell Shield a spell every 80 seconds with the same description. For some reason you can click on this spell.
Wizard Master's mana regeneration is huge.
To Arms: becomes more powerful is very vague. What about shoots faster?
Apart from the Defender, I presume, this faction has no melee infantry.
Black Soldier has nothing to do with the icon and doesn't look monstrous.
To make Dark Rifle icon look like an autocast based one use this program: Button Manager v1.8.2
I don't think Reincarnation is a good idea on multiple units, especially stronger ones like the Frost Knight.
Destroyed and Inflamer look alike but one is smaller than the other.
Cave Demon has 5 spells because of the unit type one.
Heir of Fire also has 5 but they're all hero spells. I guess they are not all 3 leveled or the hero can get past level 10? Why would he summon units that can be trained in the Hell's Gate?
Undead Priests have Heal like the Wizard of Light.
Hell's Gate can be placed on other units/buildings/trees.
Abilities don't have hotkeys. They also need proper/explicit descriptions.
Cold Cloud's icon is the same as one of the abilities for the Wizard faction.
Men of the Woods have very strong melee defense from workers that turn into bears to the tree having 100 damage and the trees that are spawned near it which increase food and deal damage.
Tank Tree also trains Lumbermen.
The Assassin has no hero glow. For some reason it has the Protection of Light spell. The sixth level spell is the first one in the choose ability menu.
Some heroes are also present in the Tavern.
Why isn't Net on the same row as Forest Run?
A lot of heroes that the players can train are neutral units on the map.
The Woodmen leader has 6 spells...
Interesting idea with the way food is increased for this faction though.
Not sure how balanced the factions are.
Creeps are different in every place.
Wizard of Light spells have no hotkeys (text/title). Purify's icon=Transmute's.
Magnus Statue=the Magnus neutral hostile unit. If it's a statue, why does it move?
The Pack Horse can't build the tent as it remains at 50 HP. A Farmer is required to finish the construction.
Why are some of the heroes in the Human Altar also in the Tavern?
New hero spell descriptions aren't explicit. Try mimicking the ones in the original game. The spells are also nothing special or very creative.
Heir of Light's unit description only says: "Warrior Hero". His armour giving aura has an icon that can be seen on many unit spells (eg: Protection of the Light on the Witch hero and Wizard of Light) and the buff/aura effect icon is that of Avatar.
Call to Arms should be removed from the human main building and its upgrades as it doesn't work.
The Wizard of Light can use both Healing and Purify from the start.
Unit descriptions should include more than: "Ranged unit" or "Spellcaster".
Should mention in the description that Tents can also serve as a drop point for lumber.
Building a Tent does not enable the Defender on the Farmer.
Why would the Captain also have Charge!? That means this hero has 5 spells.
The Wizard's Divine Power enables the spell Shield a spell every 80 seconds with the same description. For some reason you can click on this spell.
Wizard Master's mana regeneration is huge.
To Arms: becomes more powerful is very vague. What about shoots faster?
Apart from the Defender, I presume, this faction has no melee infantry.
Black Soldier has nothing to do with the icon and doesn't look monstrous.
To make Dark Rifle icon look like an autocast based one use this program: Button Manager v1.8.2
I don't think Reincarnation is a good idea on multiple units, especially stronger ones like the Frost Knight.
Destroyed and Inflamer look alike but one is smaller than the other.
Cave Demon has 5 spells because of the unit type one.
Heir of Fire also has 5 but they're all hero spells. I guess they are not all 3 leveled or the hero can get past level 10? Why would he summon units that can be trained in the Hell's Gate?
Undead Priests have Heal like the Wizard of Light.
Hell's Gate can be placed on other units/buildings/trees.
Abilities don't have hotkeys. They also need proper/explicit descriptions.
Cold Cloud's icon is the same as one of the abilities for the Wizard faction.
Men of the Woods have very strong melee defense from workers that turn into bears to the tree having 100 damage and the trees that are spawned near it which increase food and deal damage.
Tank Tree also trains Lumbermen.
The Assassin has no hero glow. For some reason it has the Protection of Light spell. The sixth level spell is the first one in the choose ability menu.
Some heroes are also present in the Tavern.
Why isn't Net on the same row as Forest Run?
A lot of heroes that the players can train are neutral units on the map.
The Woodmen leader has 6 spells...
Interesting idea with the way food is increased for this faction though.
Not sure how balanced the factions are.
Overall, a nice idea but needs polish and balancing.
Set to Awaiting Update.
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