mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
So about this map: While it has something that it does right, there are also many flaws, some of which can be fixed relatively fast, while other will take more time. More precisely:
1. Visually the map is mostly fine. However the shallow water areas are relatively bland, and the visuals somewhat enhance the relatively confusing layout/pathing of the map (see below).
2. The map is asymmetric both in terms of layout and some other details. For any "serious" 1v1 map, this is pretty much a no-go.
3. The player at the red spawn has it much easier to go for AoW-at any of the 3 creepspots closest to the base.
4. Many creepspots dont drop any items....?
5. Some itemdrops are too strong/too weak relative to the creepspots dropping them. Look at ladder maps and compare the strenght of creepspots and items to see what is appropirate.
6. Expansion and main base areas should be more open.
7. There should be no gaps between trees, or more generally, any doodads. Place trees exclusively with the size 2 circular tool, single clicks, no holding mouse key and dragging. New trees should be place in such a way that there are no gaps to exisiting trees.
8. The compositions of creepspots makes sense, and (ignoring the asymmetry), their placement on the map is also ok. Maybe there could 1/2 more green spots per player.
9. It's also good that the creeps are positioned in such a way that they will not accidentially attack player units.
So overall, this should give you an idea about how to improve the map, unfortunately fixing the asymmetry and the trees could be a lot of work. But these are really key issues for 1v1 maps. So I'd like to see some improvements here. Map set to Awaiting Update.
1. Visually the map is mostly fine. However the shallow water areas are relatively bland, and the visuals somewhat enhance the relatively confusing layout/pathing of the map (see below).
2. The map is asymmetric both in terms of layout and some other details. For any "serious" 1v1 map, this is pretty much a no-go.
3. The player at the red spawn has it much easier to go for AoW-at any of the 3 creepspots closest to the base.
4. Many creepspots dont drop any items....?
5. Some itemdrops are too strong/too weak relative to the creepspots dropping them. Look at ladder maps and compare the strenght of creepspots and items to see what is appropirate.
6. Expansion and main base areas should be more open.
7. There should be no gaps between trees, or more generally, any doodads. Place trees exclusively with the size 2 circular tool, single clicks, no holding mouse key and dragging. New trees should be place in such a way that there are no gaps to exisiting trees.
8. The compositions of creepspots makes sense, and (ignoring the asymmetry), their placement on the map is also ok. Maybe there could 1/2 more green spots per player.
9. It's also good that the creeps are positioned in such a way that they will not accidentially attack player units.
So overall, this should give you an idea about how to improve the map, unfortunately fixing the asymmetry and the trees could be a lot of work. But these are really key issues for 1v1 maps. So I'd like to see some improvements here. Map set to Awaiting Update.