- Joined
- May 21, 2013
- Messages
- 1,637
hello there, I saw your map, quite cool,
I have two things that bugs me 1 minor and one mayor
1) the minor: the creeps in the mercenary camps are not 100% well placed, my sugestion is to increase the water path, so you will have space to increase the deep of the forest and have the merc camp more deep so you can place the creeps more in front of the building and not to near the building, but is something minor
2) I think this one is important: if you want this as a competitive melee map. I think the goldmine marked in yellow is not well designed, because is exposed from above and from the lateral. Distance units can attack that building safe, kill the acolites, probably the undead will be the most unbalanced since their building will be destroyed while humans and orcs only need the townhall and it will be placed more safe.
My sugestion is the goldmines put them above the highground and not below.
Redisign the area or change the goldmines location with the goblin labs, the goblin lab area is more standard for a goldmine
what I like of your creep selection is many of them have anti-air counter capacity and can´t be taken down by 1 air unit
about the loot, I am guy who will ask you about the loot and not visceversa,
I like you put permanent level 2 (sometimes level 2 items are missing), maybe a charged level 2 somewhere, I saw you have 2 creeps with permanent level 2, so maybe a charged level 2 for more diversity could be placed but I think is not important at all.
Terrain is quite complex and interesting
raiting 4/5
I have two things that bugs me 1 minor and one mayor
1) the minor: the creeps in the mercenary camps are not 100% well placed, my sugestion is to increase the water path, so you will have space to increase the deep of the forest and have the merc camp more deep so you can place the creeps more in front of the building and not to near the building, but is something minor
2) I think this one is important: if you want this as a competitive melee map. I think the goldmine marked in yellow is not well designed, because is exposed from above and from the lateral. Distance units can attack that building safe, kill the acolites, probably the undead will be the most unbalanced since their building will be destroyed while humans and orcs only need the townhall and it will be placed more safe.
My sugestion is the goldmines put them above the highground and not below.
Redisign the area or change the goldmines location with the goblin labs, the goblin lab area is more standard for a goldmine
what I like of your creep selection is many of them have anti-air counter capacity and can´t be taken down by 1 air unit
about the loot, I am guy who will ask you about the loot and not visceversa,
I like you put permanent level 2 (sometimes level 2 items are missing), maybe a charged level 2 somewhere, I saw you have 2 creeps with permanent level 2, so maybe a charged level 2 for more diversity could be placed but I think is not important at all.
Terrain is quite complex and interesting
raiting 4/5
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