mafe
Map Reviewer
- Joined
- Nov 2, 2013
- Messages
- 865
Hello new (?) melee mapper!
If this is indeed your first map, it is quite good. Visually the map looks good, the general layout is fine, and creeps/itemdrops are mostly as they should be. The theme with the witches is also unique but not too much over the top.
Nevertheless, it's kinda unavoidable that there are some typical "rookie mistakes":
1. The creepcamps at the shops: The itemdrop is too weak relative to the strength of the camp. Also, these creep might accidentially aggro when units just try to walk past the camp.
2. The "militia shortcut" at the expansion is a neat idea, but problematic for at least two reasons: Humans might be able to expand too safely, other units like footmen/ghuls might also use this path by accident and run into creeps.
3. Pathing in general: There are various other small gaps betwen doodads which can lead to units using unexpected paths (can also be used intentionall to put units into places where heroes cannot attack them), and there are at least two unpathable tiles which appear to be unintentional. See screenshot for examples: red = gape, yellow = unwalkable tile.
4. Most creepcamps, but in particular the big valuable camps, are located near the edges of the map. Usually you want to have something near the center that is worth fighting for. There would be enough space, since actually the center is strangely empty, except for the tavern.
5. Canopy trees: Using those is rarely a good idea, as they often just annoyingly block vision.
6. There is no possibility for AoW-creeping at all, which is a big nerf to nightelves.
7. While the map would probably work in 2v2, I dont see it being suitable for 1v1 in its current state, due to the large size/distances and asymmetries in starting positions (with respect to creepcamps and neutral buildings).
8. The highground/lowground situation near the expansions can be confusing since it is hard to recognize ingame, for me at least.
So what does this all mean? Some of these issues should be easy to fix. It's up to you what/how you do this, and what you leave unchanged. But imo at least some updates should be made, due to there being too many issues atm. Therefore map set to Awaiting Update.
Also, feel invited to join the melee mapping discord community, just follow the link in my signature
If this is indeed your first map, it is quite good. Visually the map looks good, the general layout is fine, and creeps/itemdrops are mostly as they should be. The theme with the witches is also unique but not too much over the top.
Nevertheless, it's kinda unavoidable that there are some typical "rookie mistakes":
1. The creepcamps at the shops: The itemdrop is too weak relative to the strength of the camp. Also, these creep might accidentially aggro when units just try to walk past the camp.
2. The "militia shortcut" at the expansion is a neat idea, but problematic for at least two reasons: Humans might be able to expand too safely, other units like footmen/ghuls might also use this path by accident and run into creeps.
3. Pathing in general: There are various other small gaps betwen doodads which can lead to units using unexpected paths (can also be used intentionall to put units into places where heroes cannot attack them), and there are at least two unpathable tiles which appear to be unintentional. See screenshot for examples: red = gape, yellow = unwalkable tile.
4. Most creepcamps, but in particular the big valuable camps, are located near the edges of the map. Usually you want to have something near the center that is worth fighting for. There would be enough space, since actually the center is strangely empty, except for the tavern.
5. Canopy trees: Using those is rarely a good idea, as they often just annoyingly block vision.
6. There is no possibility for AoW-creeping at all, which is a big nerf to nightelves.
7. While the map would probably work in 2v2, I dont see it being suitable for 1v1 in its current state, due to the large size/distances and asymmetries in starting positions (with respect to creepcamps and neutral buildings).
8. The highground/lowground situation near the expansions can be confusing since it is hard to recognize ingame, for me at least.
So what does this all mean? Some of these issues should be easy to fix. It's up to you what/how you do this, and what you leave unchanged. But imo at least some updates should be made, due to there being too many issues atm. Therefore map set to Awaiting Update.
Also, feel invited to join the melee mapping discord community, just follow the link in my signature