deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,253
- Only neutral hostile units guarding mines should have the highest camp range. The others should not engage unless player units are quite near or attack them. It seems you've done quite the opposite.
- Only magic immune units in one neutral camp is not a good idea especially if those units also cast spells. Well, at least the bigger golem dropped a Talisman of Evasion.
- Also, not good to have only melee units for stronger camps because in mid-late game you can kill them with air units.
- Potion of Divinity should drop from red camps not orange ones like that of the sludges defending mercenary camps.
- Item drops need to be more balanced. Please read the tutorials I link way below.
- Crabs, ghosts and golems? If only for their spell/ability diversity alright.
- Not sure if more than 1 tome of power should drop in the middle. It might become problematic when only one player/hero takes them all.
- Neutral hostile units which have the Possession ability (ghots and derivatives) shouldn't drop items.
Awaiting Update.
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BB Codes | HIVE
MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3
MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]
How to Add a Screenshot to your Map Description
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[Terraining] Alternative Pathing Technique
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How to create Melee Maps
General - Melee Maps like the Professionals
Competitive Melee Map
Melee mapping - The reasons behind common aspects of competitive 1v1 maps
PATHING
Pathing - Everything about it
[Terraining] Alternative Pathing Technique
LEAKS
Triggers - Memory Leaks and Custom Scripts
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Daffa the Mage
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