mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
What a map. While I do not agree with the item drop design choices, you deserve a lot of respect for not just trying to make a 24 player map, but also for (mostly) succeeding in making a very playable and good looking map. Really, the decoration is several levels above what one could reasonably expect from such a large map. Having the "prison" areas is a nice thematic touch.
It really helps that the map has a clear structure, since otherwise it would be easy to feel lost. I agree with your recommended game modes with the exception that 24 player FFA, while feasible in theory, might take too long, and the size of the map gives too many opportunities to hide buildings.
In terms of gameplay, my main issue is this: You write that itemdrops should be "more predictable". But, then making custom item tables is just about the worst things one could do to make items predictable: Players are used to the normal "100% level X class Y" tables. So if a players gets a "claw +9" drop in one game, he will expect that in the next game, at the same spot he will get another level 3 permanent item. While your items tables mostly make sense, they are impossible to remember. Luckily, since this isnt a 1v1/2v2 this issue is highly unlikely to have an effect on the outcome of the game. In addition, generally speaking many creepspots could do with dropping 1-2 fewer items. After all, even a tri-hero army only has so many inventory slots, and players can still buy stuff at markets. In the same manner, random creeps also make the map harder to understand/learn. Many regular/campaign units are also not really balanced to be used as creeps, though it seems you have avoided some of the worst offenders. Ofc the central camp is completely crazy, but also fun to be included for such a map.
Generally speaking, other than that, creeps, itemdrops and neutral buildings are ok. Ofc having so many non-standard and/or random creeps would be a no-go for smaller players, but since 12v12 or multi-player FFA are (I suppose) so different from the "normal" gamemodes, the usual stricter rules dont really apply.
Regarding technical stuff, I'm happy to say that there are no major bugs that I could find. Only many creepspots aggro by accident, but again, it's not 1v1, and most importantly, there are few big creepspots in the general vicinity of the spawn locations that seem to suffer from this (it's mostly the fountains). The many lone trees near the merc camps dont really seem to serve a purpose, and mostly are annoying, so imo they should be removed.
I would defiinitely recommend this map to anyone looking for a 24 player map. Approved.
It really helps that the map has a clear structure, since otherwise it would be easy to feel lost. I agree with your recommended game modes with the exception that 24 player FFA, while feasible in theory, might take too long, and the size of the map gives too many opportunities to hide buildings.
In terms of gameplay, my main issue is this: You write that itemdrops should be "more predictable". But, then making custom item tables is just about the worst things one could do to make items predictable: Players are used to the normal "100% level X class Y" tables. So if a players gets a "claw +9" drop in one game, he will expect that in the next game, at the same spot he will get another level 3 permanent item. While your items tables mostly make sense, they are impossible to remember. Luckily, since this isnt a 1v1/2v2 this issue is highly unlikely to have an effect on the outcome of the game. In addition, generally speaking many creepspots could do with dropping 1-2 fewer items. After all, even a tri-hero army only has so many inventory slots, and players can still buy stuff at markets. In the same manner, random creeps also make the map harder to understand/learn. Many regular/campaign units are also not really balanced to be used as creeps, though it seems you have avoided some of the worst offenders. Ofc the central camp is completely crazy, but also fun to be included for such a map.
Generally speaking, other than that, creeps, itemdrops and neutral buildings are ok. Ofc having so many non-standard and/or random creeps would be a no-go for smaller players, but since 12v12 or multi-player FFA are (I suppose) so different from the "normal" gamemodes, the usual stricter rules dont really apply.
Regarding technical stuff, I'm happy to say that there are no major bugs that I could find. Only many creepspots aggro by accident, but again, it's not 1v1, and most importantly, there are few big creepspots in the general vicinity of the spawn locations that seem to suffer from this (it's mostly the fountains). The many lone trees near the merc camps dont really seem to serve a purpose, and mostly are annoying, so imo they should be removed.
I would defiinitely recommend this map to anyone looking for a 24 player map. Approved.