Not sure if this is allowed, but I'm gonna go for it.
Posted: July 13th, 2009, 1:17 pm
Feel free to lock ofc if this isn't allowed, I read a thread on the conclave and I have some comments:
viewtopic.php?f=56&t=1390
Instead of focusing on what's bad about these maps, we should focus on how to make the bads less confusing or easier to understand.
Gloomreap Mire:
Criss Crossing Lanes: Simply make less of them, and somehow terrain them independantly (although this could be difficult considering it's supposed to look like a swamp), this way players know when they've entered different lanes.
No Energy: Change the way crystals spawn and are used. Currently at the end of very long games the miners just end up sitting in the base because there is no gloom left. Make the gloom spawn during the game in random lanes, and force players to fight there for gloom. Make it so that after each successive round of gloom creation, a system gives energy to the team that mined more (had stronger pushes)
Kedge's Landing: This is without a doubt my favorite map in eota.
Crashes: Not much I can say here, we need to isolate the crashes and fix them.
Left Lane Importance: We talked for awhile about the strength of the left towers and the fact they sometimes attack the left lane. We talked about the fact that they already do loads of damage, but what about adding more of them, and triggering in the ordered attack on the right lane? make them 'attack once' then pause them.
Candleburg:
The Chaos: There's not much we can do about this, Candleburg has much fewer creeps and a much smaller facet for gameplay. Flying heroes are basically made out of the question useless, and Hero Killers just can't do their job as well. Tanks and Support heroes almost always have the upper hand here. To reduce the chaos, make the region slightly wider (I know it's massive already, but JNGP can make 512x512 maps) and make 2 very small spawns on either side of the main one. Something like dota status with a few knights and a priest (or a few bears and a troll, etc) This could hopefully widen the playing field a little, without making unnecessary obstacles in a region that's built to be chaotic.
The Mana System: Base sieges and lumber control are only useful if you use your creeps in exactly the right amounts at exactly the right time. People like to sit in their base microing it to 10 mana waiting for their opponent to spawn a mass just so they can attempt to counter it with their own mass. This deadlocks in itself. There's not much you can do to fix this problem unfortunately, but i'd reccomend changing the mana max to 6, and making it spawn the selected units for a few rounds from the base instead of just instantly going to fight.
Prevented attacks and rebuilds: Remove workers. I think. This will stop people from hording gold and just building tower after tower.
Lumbermills: Not saying change them, but at least add some objective secondarily. Making the objective "push towards their base" isn't exactly eota spirit.
Just my $000,000.02, but I hope it's got some valid points to be discussed.
Thanks,
viewtopic.php?f=56&t=1390
Instead of focusing on what's bad about these maps, we should focus on how to make the bads less confusing or easier to understand.
Gloomreap Mire:
Criss Crossing Lanes: Simply make less of them, and somehow terrain them independantly (although this could be difficult considering it's supposed to look like a swamp), this way players know when they've entered different lanes.
No Energy: Change the way crystals spawn and are used. Currently at the end of very long games the miners just end up sitting in the base because there is no gloom left. Make the gloom spawn during the game in random lanes, and force players to fight there for gloom. Make it so that after each successive round of gloom creation, a system gives energy to the team that mined more (had stronger pushes)
Kedge's Landing: This is without a doubt my favorite map in eota.
Crashes: Not much I can say here, we need to isolate the crashes and fix them.
Left Lane Importance: We talked for awhile about the strength of the left towers and the fact they sometimes attack the left lane. We talked about the fact that they already do loads of damage, but what about adding more of them, and triggering in the ordered attack on the right lane? make them 'attack once' then pause them.
Candleburg:
The Chaos: There's not much we can do about this, Candleburg has much fewer creeps and a much smaller facet for gameplay. Flying heroes are basically made out of the question useless, and Hero Killers just can't do their job as well. Tanks and Support heroes almost always have the upper hand here. To reduce the chaos, make the region slightly wider (I know it's massive already, but JNGP can make 512x512 maps) and make 2 very small spawns on either side of the main one. Something like dota status with a few knights and a priest (or a few bears and a troll, etc) This could hopefully widen the playing field a little, without making unnecessary obstacles in a region that's built to be chaotic.
The Mana System: Base sieges and lumber control are only useful if you use your creeps in exactly the right amounts at exactly the right time. People like to sit in their base microing it to 10 mana waiting for their opponent to spawn a mass just so they can attempt to counter it with their own mass. This deadlocks in itself. There's not much you can do to fix this problem unfortunately, but i'd reccomend changing the mana max to 6, and making it spawn the selected units for a few rounds from the base instead of just instantly going to fight.
Prevented attacks and rebuilds: Remove workers. I think. This will stop people from hording gold and just building tower after tower.
Lumbermills: Not saying change them, but at least add some objective secondarily. Making the objective "push towards their base" isn't exactly eota spirit.
Just my $000,000.02, but I hope it's got some valid points to be discussed.
Thanks,