Map: Escape Dream World
Author: Serenity09
Creativity 3.8/5The use of different terrains having different effects on the mazer has been done before, like in soft escape
But the use of transitioning between them with the way the levels were designed was interesting
The most difficult and unique parts of the maze was where the level was designed in such a way that you needed to use these transitions to your advantage
There were also new types of movement altering terrain that i havent seen before, like the grassy snow that made you slide at the angle you were facing when you entered it
Also, the map is called Escape Dream World, and it doesnt really feel very dream like to me, it feels sort of like purgatory to me, or hell with how difficult it starts to get
Triggering 4.4/5The transitions between terrain types were smooth and made sense with what the terrain should do once you got used to it
The only complaint i have for it is that you didnt bug test it enough, as there was that bug that removed all the enemies when 1 person got to the end
Aesthetics 3.4/5Seeing all the different terrain types can be hard for the player to know what he can and cant walk on
But having plain black be what kills you throughout the entire game is a great way to keep the player from getting confused, and allows the map to mix any terrain it can
Having all that terrain mixed together doesnt make for the most visually appealing ground though, as the terrain is there to be functional, though its not ugly
The teraining may have looked better if the tiles were customized/stylized
Overall 8.9/10The levels get pretty difficult as you go, and the difficulty seems to logically increase the further you go
But the difficulty is the kind that is challenging, where you want to keep playing even though youve just died 30 times trying to get past the same thing
Total: 20.5Map: Hero Exile Island
Author: Eat_Bacon_Daily
Creativity 3.3/5The map is alot like dbz tribute, or kingdom builders (maybe not kingdom builders exactly, but that type of game), but more like if you took the 2 of those and smashed them together, taking the best things from both
The items for clan members were interesting and you definitely get creativity points for some of the descriptions, as crazy as some of them are (a backseat screwdriver that give 5% evasion, how would that even work, and how would you think of that, i just imaging backseat distracting his enemies with a screwdriver to evade them, it would probably work 5% of the time, so it makes sense)
The mountable horses around the map are cool and something you dont see often
But overall the map is made up of ideas from other maps, or games (like the watchtowers, the socketable items, and the mules- i mean summoned workers)
Also, the map is called Hero Exile Island, it makes sense, your a hero thats been exiled to this island, along with other heroes that have been exiled
Triggering 3.7/5All your triggers looked like they worked, or at least i wasnt able to break any, or see any broken during our play time
2 people crashed from picking up an item, but i picked up the same item and didnt crash, so w/e caused that doesnt seem to be the maps fault, or if it is, i didnt meet the conditions when i picked up the item, and the others did
But what i really liked was the recipe system
I hate recipes in wc3 maps, especially DOTA, going through 4 or 5 shops (sometimes more) to find the components i need to make an item isnt my idea of fun
Your recipe system takes a base item, like boots or a weapon, and lets you add items to it in a natural way, if i want agility boots then i know i need the boots and the agility gem
The actual programming behind this recipe system isnt any different then any other recipe system, but its the ease of use you brought to it by having the recipes be something that the player can just understand without needing to go through tons of shops
It also makes it more interesting to see what item youll get the first time you do it, since the item you get not only has the attributes you want, but also has a few extras
A proper ending win/defeat trigger should be in it though
Aesthetics 4.7/5The map was nice to look at, alot of doodads and the parts of the map that needed to convey information did so
The pathing of the map was designed in such a way to give player plenty of places to hide their base, making it take a fairly long time for players to find eachother if they all build smart
The various cliffs and terrain height differences give units plenty of cover making unit positioning important
It looked good and the design added to the gameplay mechanics
Overall 8.9/10The map is alot of fun to play
I know i said it copies other games, and while creatively thats not the best, it copies the good things from those games, so it isnt bad
Total: 20.6The maps were pretty close, both had their strong points
But as even as they are id have to say bacons was a bit better
I havent seen oreos map yet
I would play it by myself just to get the judging done, but i think oreo should be there when a judge goes to judge it, as well as a couple more people