- Joined
- Jan 28, 2015
- Messages
- 172
I played the map for a while and I can see there's effort put in the map. Decent terrain, correct item drops, some tile variation, and the symmetry.
But I have some suggestions:
1. The Goblin Merchant and Lab on opposite ends at the center of the map seems imbalanced. If the player closest to the lab secures it, then they can exploit the shredders for a lumber advantage. Same goes with the player closest to the Merchant, they can just lock it down and have the item shop for themselves (at least in the early game). Instead of having one of each, just have two of one type.... or, you can have Goblin Merchants at the middle, and Goblin Labs at the north and south points where the green camps are. You'd have to relocate those green camps though.
2. The item drops seem to be right, but the orange and red camps should at least have 2, and max. 3 for the red camps. Only 1 item per creep though, as you'd want the players to finish the entire camp and not run off after killing one.
3. Although there was good tile variation in the west part, the east part of the map didn't get the same love. I liked the Grass - Short Grass - Dirt transition, but on the east part, you're missing out on a lot of short grass you should be placing.
4. There is barely any doodads at all, except for the trees and some flowers. It wouldn't hurt to place some rocks, some shrubs (some, don't just spam them), and other atmospheric doodads to improve the environment. It's really just trees and flowers right now.
At its current state, it is playable. The only possible problem would be my 1st suggestion, where each player has a different advantage based on which shop is closest to them.
I vote for Approval. Happy mapping!
But I have some suggestions:
1. The Goblin Merchant and Lab on opposite ends at the center of the map seems imbalanced. If the player closest to the lab secures it, then they can exploit the shredders for a lumber advantage. Same goes with the player closest to the Merchant, they can just lock it down and have the item shop for themselves (at least in the early game). Instead of having one of each, just have two of one type.... or, you can have Goblin Merchants at the middle, and Goblin Labs at the north and south points where the green camps are. You'd have to relocate those green camps though.
2. The item drops seem to be right, but the orange and red camps should at least have 2, and max. 3 for the red camps. Only 1 item per creep though, as you'd want the players to finish the entire camp and not run off after killing one.
3. Although there was good tile variation in the west part, the east part of the map didn't get the same love. I liked the Grass - Short Grass - Dirt transition, but on the east part, you're missing out on a lot of short grass you should be placing.
4. There is barely any doodads at all, except for the trees and some flowers. It wouldn't hurt to place some rocks, some shrubs (some, don't just spam them), and other atmospheric doodads to improve the environment. It's really just trees and flowers right now.
At its current state, it is playable. The only possible problem would be my 1st suggestion, where each player has a different advantage based on which shop is closest to them.
I vote for Approval. Happy mapping!