mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Hi Knecht, was hoping you would continue making melee maps. This one is another awesome look. I would prefer to repace the red dragons with black dragons, as iirc black dragons are much more of a destructive force in the lore than their red relatives, so they might fit the theme of the map better.
Here are some possible improvements for gameplay:
-I agree that the map is too linear. I believe you can without problems add a path from near the ghost/voidwalker spot towards the expansion.
-You might also add path north of the vulcano. As this would be a very short connection between the main bases, you could consider blocking it by destructable rocks. I'm normally not a fan of these, but here they might actually make sense both from a gameplay and a theme perspective.
-As long as the map is linear, I believe it would be better not to use different levels along the main linear path, as this could further make the map more stale. Especially assaulting a base that is on higher ground can be very difficult. Instead, I would rather lower the path between the vulcano and the wraith. Also, I would keep the tavern on the standard cliff level and instead put the creeps south of it on a higher (or lower) level. This whole area near the tavern also looks quite narrow to me.
-Please do not have creeps with possession drop items (if it uses possesion, the item is gone). Better not have possession creeps at all, especially on earlygame creep spot.
-Nightelves would like a tree near tavern and labs for wisps.
-No shop means that the map is not suited for highlevel gameplay, as this automatically nerfs the blademaster.
hi @Knecht frohes neues Jahr!
I think the new version is much improved. The rushing distance is quite short now thought, but imho within acceptable limits. A few notes about items:
-A lvl 1 powerup for the 3xlvl3 lizards is not enough. I would use w lvl1 permanent + lvl1 powerup here.
-You could do the same for these 3xlvl3 deceivers. Curse can be really, really annoying in the earlygame and introduces luckbased aspects. I would be careful with these, even thought they fit the tileset well. Maybe you can use the fallen priests instead of some bandits and swap 1-2 of these deceivers for rogues.
-To make the islands more attractive, I would add a powerup (maybe even lvl2) to the creeps there and upgrade the lvl3 item to lvl 4.
-I think any lvl3 or higher item usually comes with a powerup on the same spot usually. I just like tomes
-That death revenant.... I see a few issues with its abilites: Death coil doesnt damage undead, so the other three races will take much more damage here. It's other two skills may or may not summon units, which can increase the amount of exp given by the spot be quite a bit. It could be abused, but it might also be just theorycraft and not actually relevant ingame.
Here are some possible improvements for gameplay:
-I agree that the map is too linear. I believe you can without problems add a path from near the ghost/voidwalker spot towards the expansion.
-You might also add path north of the vulcano. As this would be a very short connection between the main bases, you could consider blocking it by destructable rocks. I'm normally not a fan of these, but here they might actually make sense both from a gameplay and a theme perspective.
-As long as the map is linear, I believe it would be better not to use different levels along the main linear path, as this could further make the map more stale. Especially assaulting a base that is on higher ground can be very difficult. Instead, I would rather lower the path between the vulcano and the wraith. Also, I would keep the tavern on the standard cliff level and instead put the creeps south of it on a higher (or lower) level. This whole area near the tavern also looks quite narrow to me.
-Please do not have creeps with possession drop items (if it uses possesion, the item is gone). Better not have possession creeps at all, especially on earlygame creep spot.
-Nightelves would like a tree near tavern and labs for wisps.
-No shop means that the map is not suited for highlevel gameplay, as this automatically nerfs the blademaster.
hi @Knecht frohes neues Jahr!
I think the new version is much improved. The rushing distance is quite short now thought, but imho within acceptable limits. A few notes about items:
-A lvl 1 powerup for the 3xlvl3 lizards is not enough. I would use w lvl1 permanent + lvl1 powerup here.
-You could do the same for these 3xlvl3 deceivers. Curse can be really, really annoying in the earlygame and introduces luckbased aspects. I would be careful with these, even thought they fit the tileset well. Maybe you can use the fallen priests instead of some bandits and swap 1-2 of these deceivers for rogues.
-To make the islands more attractive, I would add a powerup (maybe even lvl2) to the creeps there and upgrade the lvl3 item to lvl 4.
-I think any lvl3 or higher item usually comes with a powerup on the same spot usually. I just like tomes
-That death revenant.... I see a few issues with its abilites: Death coil doesnt damage undead, so the other three races will take much more damage here. It's other two skills may or may not summon units, which can increase the amount of exp given by the spot be quite a bit. It could be abused, but it might also be just theorycraft and not actually relevant ingame.
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