mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
So,.... this is a fairly conventional map, in a good way. The tileset is not common, but there are no "bad" creeps or merc camps.
In terms of gameplay, I think the following aspects stood out to me, some of which might be worth reconsidering.
-Given the rather lackluster options for militia-creeping near the base, humans may consider going for the expansion, even if they dont expand (or the merc amp, if they want to really go full yolo). Nightelves cant do either camp with an AoW as easily, and are therefore at a minor disadvantage in the sense that the will normally have the same creeping options available as humans on other maps.
-Not sure if stacking to healers in one camp is a good idea (the furbolg shaman and troll priest), especially as this camp is necessary to get to lvl 2 if you dont for a big camp.
-I really dislike manaburn creeps. Here at least the serve the purpose of making the fountains very hard to creep though.
-The 3-1-1 satyrs in front of the base might aggro accidentially, luckily their damage is negbligible.
-Itemdrops and creeps are otherwise balance.
-Discounting the fountains, the number of creeps is relatively low.
-The edge of the map is visible from between the main bases and the merc camps, which ideally would be avoided,
In terms of bugs, I only found that one tile of each leading toward the fountains is bugged (i.e. unwalkable). But that isnt enough to require and update. Therefore map approved.
Also I think that you did really well to recreate the spirit of the roc campaign level you had in mind.
In terms of gameplay, I think the following aspects stood out to me, some of which might be worth reconsidering.
-Given the rather lackluster options for militia-creeping near the base, humans may consider going for the expansion, even if they dont expand (or the merc amp, if they want to really go full yolo). Nightelves cant do either camp with an AoW as easily, and are therefore at a minor disadvantage in the sense that the will normally have the same creeping options available as humans on other maps.
-Not sure if stacking to healers in one camp is a good idea (the furbolg shaman and troll priest), especially as this camp is necessary to get to lvl 2 if you dont for a big camp.
-I really dislike manaburn creeps. Here at least the serve the purpose of making the fountains very hard to creep though.
-The 3-1-1 satyrs in front of the base might aggro accidentially, luckily their damage is negbligible.
-Itemdrops and creeps are otherwise balance.
-Discounting the fountains, the number of creeps is relatively low.
-The edge of the map is visible from between the main bases and the merc camps, which ideally would be avoided,
In terms of bugs, I only found that one tile of each leading toward the fountains is bugged (i.e. unwalkable). But that isnt enough to require and update. Therefore map approved.
Also I think that you did really well to recreate the spirit of the roc campaign level you had in mind.