April 26, 2024, 09:47:32 pm

Author Topic: Feedback for Map Contest Maps  (Read 17801 times)

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Offline noexxx

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Re: Feedback for Map Contest Maps
« Reply #30 on: January 10, 2017, 06:33:44 am »
Awesome job guys! Keep the great work going ! I will check those maps on february and I look forward to play them! Gl hf

Offline FML|WorpeX

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Re: Feedback for Map Contest Maps
« Reply #31 on: January 10, 2017, 08:36:57 am »
Freezing Field is in the pool now, Normandy has been removed.

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Re: Feedback for Map Contest Maps
« Reply #32 on: January 12, 2017, 09:16:18 am »
Poison Well in the pool, Greenville Woods out

Offline QQs

Re: Feedback for Map Contest Maps
« Reply #33 on: January 14, 2017, 01:04:46 am »
Feedback to Equalrium:

Good:

-nice style
-not much gold in the mines
-creeps and item drops

Bad:

-not enough trees
-natural creep to easy

Overall:

Really nice map, looking forward to play on this map unglued games. Nice work for your first map.

Sorry for the short responds, but I am on my phone.
"QQs is rly good at doing Mannequin Challenge with his units at his main" DV-

Offline ZsSuperCumulo

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Re: Feedback for Map Contest Maps
« Reply #34 on: January 14, 2017, 12:44:44 pm »
Thank you for the reply QQs.

Regarding the points to improve. Some have said that there is not enough wood in the main base, but it should have as much as Market Square. You also have more wood in your natural expansion and a litte bit more in the 8 gold mines around the center. Now, considering that the map may be used for FML games, there there will be plenty of wood since only 4 players will play on it, rather than 8 way as it happens in the playffat bot; furthermore, the amount of wood each player gets in their starting spawn is more than enough for you to have a balanced ratio of gold and lumber.

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Offline FML|WorpeX

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Re: Feedback for Map Contest Maps
« Reply #35 on: January 14, 2017, 02:04:50 pm »
Thank you for the reply QQs.

Regarding the points to improve. Some have said that there is not enough wood in the main base, but it should have as much as Market Square. You also have more wood in your natural expansion and a litte bit more in the 8 gold mines around the center. Now, considering that the map may be used for FML games, there there will be plenty of wood since only 4 players will play on it, rather than 8 way as it happens in the playffat bot; furthermore, the amount of wood each player gets in their starting spawn is more than enough for you to have a balanced ratio of gold and lumber.

One of the biggest complaints about Market Square is its lack of wood though. I dunno if thats really a great comparison!

Offline FML|WorpeX

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Re: Feedback for Map Contest Maps
« Reply #36 on: January 16, 2017, 05:38:24 pm »
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium
« Last Edit: January 16, 2017, 05:55:34 pm by FML|WorpeX »

Offline ZsSuperCumulo

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Re: Feedback for Map Contest Maps
« Reply #37 on: January 16, 2017, 11:12:29 pm »
Cozy sands is one of the best maps submitted by far. It looks nice, it feels nice, it seems fair and balanced for a four way. I'm looking forward testing it out with FML players this week ;)

«Espero pacientemente el dia que deba mostrar mi verdadero poder» Supremo

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Re: Feedback for Map Contest Maps
« Reply #38 on: January 30, 2017, 01:03:18 am »
Purity is amazing little 4 way map. Just perfect looking and shaped. The only 2 things I dislike about that map is:

1. It has those corner cliffs u can place towers
2. Its like 154th "little 4 way" map in the contest

We lack of uniqe maps no matter 4 or 8 ways, like deathrose for example, its 4 way but big and has its own specifics. I would love to see more difference between contest maps although I didnt play all the maps yet.

Offline blast870

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Re: Feedback for Map Contest Maps
« Reply #39 on: January 30, 2017, 06:30:57 am »
Purity is amazing little 4 way map. Just perfect looking and shaped. The only 2 things I dislike about that map is:

1. It has those corner cliffs u can place towers
2. Its like 154th "little 4 way" map in the contest

We lack of uniqe maps no matter 4 or 8 ways, like deathrose for example, its 4 way but big and has its own specifics. I would love to see more difference between contest maps although I didnt play all the maps yet.


The second problem, size, would it be better if I widen main pathways?
I can give you a solution for the first problem.

Thank you for your feedback!

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Re: Feedback for Map Contest Maps
« Reply #40 on: January 30, 2017, 06:44:48 am »

The second problem, size, would it be better if I widen main pathways?


I dont know! Im just a user, I see a lot of similar 4 way maps in the contest, I dont have a solution or talent to make something different and unique.
Only giving my opinion. Sorry!

Offline FML|WorpeX

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Re: Feedback for Map Contest Maps
« Reply #41 on: January 30, 2017, 07:07:49 am »
AshenWood
Neon City
Purity
have been added to the map pool


Altai, Cozy and Freezing Field are out.
« Last Edit: January 30, 2017, 07:10:34 am by FML|WorpeX »

Offline blast870

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Re: Feedback for Map Contest Maps
« Reply #42 on: January 30, 2017, 01:13:10 pm »
Purity update 1/31


*Map enlarged from small to medium
-Bigger mains(+more trees)
-Wider pathways
-Longer distance between each base (from 23 sec to 26 sec, Blademaster)

*Tower blockage on corner cliffs prevented

*Minor item changes





I don't know how to attach files here so I put the link instead

http://www.hiveworkshop.com/threads/purity.291405/


Thank you for your feedback and for putting my map on the ladder!
« Last Edit: January 30, 2017, 02:29:39 pm by blast870 »

Offline blast870

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Re: Feedback for Map Contest Maps
« Reply #43 on: January 30, 2017, 02:06:12 pm »
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium


a Very creative map! Like how you chose green water and I especially like the layout!

Few things I would like to point out are

1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.

2. I like how you experimented with various type of creeps, but I think they need more consistency.

3. What about you consider some stronger creeps? The current highest level creep is only 6!

Offline FML|WorpeX

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Re: Feedback for Map Contest Maps
« Reply #44 on: January 30, 2017, 04:25:45 pm »
Poison Well Updated to 1.1:

DL: http://www.hiveworkshop.com/threads/poison-well.291196/

v1.1:
+Multiple Creep Changes:
---Natural camp is now spiders
---Merc Camp replaced 2 sludges with skeletal archers
---Green Sentry Spider changed to Furbolgs
+Terrain overhaul on outside edges of map
+Fixed bug at left Merc Camp
+Minor Terrain Updates


Also would really like some feedback on the map for those who have played it!!

-----

Oh! Also, Cozy Sands is in the pool replacing Equalrium


a Very creative map! Like how you chose green water and I especially like the layout!

Few things I would like to point out are

1.Red creeps at central are aggroed when troops pass by (Left side is fine but the other two)
-creeps at mercenaries may get aggroed too.

2. I like how you experimented with various type of creeps, but I think they need more consistency.

3. What about you consider some stronger creeps? The current highest level creep is only 6!


Thanks for the response!! I think you're the first one to really give me some constructive advice on it so this is good. :)

1. I'll look into that and fix it for the next version!

2. Well, the idea was that the closer you get to the poison well, the more corrupted the creeps became. I'm not sure how well that came off in the implementation though! The main base red creeps are bad though and totally dont fit... I'll fix that!

3. I wanted to keep the items from being too crazy so I kept the creeps on the lower level side. However, I think the middle red's are a bit too easy as is so I might bump them up a bit! (Also, Ogre Lord on the main is a 7)

Thanks!! <3
« Last Edit: January 30, 2017, 04:29:28 pm by FML|WorpeX »