Toxic Twister

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Name: Toxic Twister
Players: 4
Description:
Many years ago the Goblins made chemical experiments in this beautiful forest transforming it into a mortal trap.

Keywords:
Toxic, Twister, melee, beautiful, forest, Goblins, Malvodion,
Contents

Toxic Twister (Map)

Reviews
Craka_J: Good melee map. Approved. 14:37, 17th May 2009, by Rui: A melee map with a very good terrain. I didn't like the creeps' drops and their combination with neutral buildings. I granted it a solid 3/5 (Useful) 4/5 (Recommended).

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Craka_J: Good melee map. Approved.

14:37, 17th May 2009, by Rui:
A melee map with a very good terrain. I didn't like the creeps' drops and their combination with neutral buildings. I granted it a solid 3/5 (Useful) 4/5 (Recommended).
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review on "Toxic Twister", Malvodion's melee map

This is a somewhat good melee map.

The landscape is very good looking: the author mixed Village and Sunken Ruins doodads on a Felwood tileset, and it turned out well. The terrain's structure is also well built. Good elevation, good ground texture variation... A plus for the terrain!
My critiques go to the corners, which are all different and that's good... as long as the building room doesn't change, and additionally to the upper left corner, in which I saw trees on the water. You might want to fix that.
A last note: the Rock Chunk walls are not very advisable when playing versus AI.

The resources are abundant and well distributed. But maybe the Gold Mines on the edges should contain some extra gold, since they're harder to claim.
No holes on the trees, that's also a plus.

Now, the creeps. Malvodion did a good job with the creep choice. The drops... not so good.
Starting with the green creep camps, three Apprentice Wizards drop a lvl1 permanent. I know this also happens on "Terenas Stand", but I dislike it. A lvl1 powerup is more adequate.
The Furbolg and the Lizards are OK.
On to the yellow level camps. Their drops are too powerful.
The Goblin Merchants' guards drop a lvl4 permanent, plus a lvl2 powerup, as do the Mercenary Camps's. In my opinion, this is too high. Consider lowering the levels of both items to the same of those of the secondary Gold Mines. Because the creeps at the starting Gold Mines drop too powerful items as well.
The red creeps drop fair items, I guess.

Finally, the neutral buildings.
I don't like to see heavily guarded Mercenary Camps. You used a Gnoll Overseer and two Wardens to guard a Marketplace, which is a much more important structure. They should have been used for the Mercenary Camp instead, exchanging with the Golems and Trolls who, for their turn, should guard the Marketplace.

Else I can only congratulate you for a relatively good melee map. But please, remove the changes you made to the doodads. I really don't like to see melee maps with the yellow wheel.
My rating for this resource is 3/5 (Useful)(check my rectification below). I vote for it to remain Approved.
Added the Medieval/Warcraft category.

EDIT: After all this time, I've decided to rectify a point I made. I said that the Gold Mines on the edges are harder to claim, but thinking about it, they're not that hard since you'll have air by the time you can (or need) to claim it.
This is a map worthy of a 4/5 (Recommended) rating.
 
Last edited:
Level 18
Joined
Sep 27, 2005
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bounty hunter2's Review on (4)Toxic Twister

Toxic Twister is a four player melee map, as the title suggests.

The author is Malvodion

The terrain was very good. I am not a major fan of the felwood tileset, but you seemed to get it all fit nicely. Once again, the only minus is Blizard cliffs, on the edges of the rivers/water. I liked the originality in the corner parts, how you specifically designed each part.

The creep choice was good, although the drops weren't that good. Three level one creeps shouldn't drop a permanent item. And two level twos and a level four shouldn't drop a tome, I think a permanent should fit better there.

The neutral buildings were fine, although the mercenary camps shouldn't be in the middle, the goblin merchants should be there, and the camps should replace the merchants. Since I got fast to the merchants and the items were still in cooldown.

The rock chunks, aren't a good choice, since AI can get confused, as Rui allready mentioned. The balance isn't a issue, since the map is symmetrical.

Overall, a nicely pulled out melee, having minor drop flaws, nothing that can't be fixed. You could also package it up a bit better. 4/5 and Approval vote.
 
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