I must say that I enjoyed this map. I've only played three games and obviously haven't played as all of the heroes yet, so I offer that warning along with my points:
-In the north section towards the middle, there is a ramp than runs up and into a cliff wall. I don't know if that's intentional or not, but it's just weird.
-IMO, spawning and bases don't seem to be a good option for winning. I don't know if you intended building and spawning to be a major part of the game. Nobody I played with ever WANTED to capture bases... capturing a base means that more units start running around, and that means that the other team is going to level up faster.
EDIT: I played a game where I tried winning via spawning. I had Goons and Firebats crap running around, which is great. Except they give a LOT of exp to the other heroes when they kill them. With all those levels coming in, they're killing them and taking .5 damage in no time at all.
Also, a much quicker way to access which buildings spawn what would be great. (instead of cycling through many tutorial pages)
-The final spell for the Archon is a bit overpowered. Particularily when you can upgrade mana enough to regenerate all of the energy it uses by the time it's finished. That isn't necessarily the problem, perhaps a decrease in the transformed Archon's attack power and shields will do the trick. Unless a super pimped out Archon hero was intended to be a game ender. The only thing that can phase it is EMP. Otherwise it can just park in front of the enemy temple and laugh at anything that wastes its time shooting it.
-The area of effect for the Archon's second spell should be increased. Most of the enemies that it draws in are ones that were in the Archon's range already.
EDIT: I just played a game against an Archon and realized the drawing in spell affects heroes, too. Devastating combo with the mana-sucking spells the Archon hero has. Forget increasing the range. It's good where it is.
Unless you want a second, bigger location for normal spawned units.
-Maelstrom is overpowered as a first spell. Wow, I've seen it rape so many times because players can't escape. Besides, there are only two heroes that it can't effect. I was glad to be on that team.
-The Zergling's Lurker spell does too much damage for my liking. But, I haven't actually played as Ling yet. I'll check it out and get back to you on this one. As of now, it seems that the +4 it gets is a bit much. +3 would be a bit better.
-I'd like to see more done with the day and night system. Right now, it just seems like vision is the only effect. But, I haven't played all the heroes yet. The DT hero would be the exception to this, because it becomes cloaked at night.
-I would like to be able to see the Dark Templar hero on the beacon, so I can click it and look at its stats.
-Have a good read of CAFG's hero commentary in the first post. It should give you some ideas on what could be balanced better.
-There are some grammar and spelling errors. (such as "has been slained", and a "ur" in the briefing). Since I like this map, I am willing to go through all of your strings and correct such errors for you if you wish for me to do so. Let me know.
EDIT:
-I just played as the Mech Hero, and it has some issues, too. First off, I think that the Vulture form needs the speed upgrade. Also, for the vulture, the "Rail Gun" attack is extremely lame - the Vultures change out too often and that means that about 75% of them don't even get a chance to attack. The upgrade damage for the one-shot tank spawns needs to be increased as well, +2 is not enough, considering you have the Zergling's Lurker spell getting upgrades of +4!
(Also, having each form on display behind the beacon will help influence decisions there.)
-For some reason, I cannot capture the top right base. I spent way more than 30 seconds more than one time and it didn't capture.
-Assassain is well made. I played it and cannot complain about this class. Any way to make Crippling Strike work on enemy heroes? The other heroes have paralyzing spells that work on other heroes. Other than that, I don't see why CAFG says this guy is a terrible base killer, considering he has a spell that makes the other base unable to attack him for 30 seconds, which is more than enough time to kill a Pylon powering some cannons.
MORE EDITS (to keep this all in one post):
-Make sure P12 Civilians are removed, in addition to removing Civilians for players upon elimination. Otherwise they can improve the team's spawns via level points or hit the anti-hack.
-South base has an unprotect geyser, whereas the north does not. The cannon placement of the geyser right out of the northernmost exit of the north base does not protect the geyser as well as the one directly north of the south base.
-Assault is a good class, except... Tear Gas blows. You use a DWeb to slow down enemies and drain their mana, making it nice for you to attack them. Until you find out IT AFFECTS YOU TOO. And if you want to attack the opponent affected by it, you have no choice but to walk into it. The only change I would make to this class is making the caster immune to the effects of Tear Gas.
-I was playing as Warrior, and for some reason it took my Dragoon spell a couple of seconds to cast. As in, the Dragoon was sitting there in the Gateway for roughly 15 gate seconds. This should not and can not happen, particularily when I'm about to die.
-Dark Mage needs a better fourth spell. I read it and didn't even want to get it. Late game Broodling spawns on your enemies. Big deal. Odds are they'll have enough upgrades to not take damage from them. The other spells are better and cost less.
EDIT: I didn't realize the player OWNED the broodlings and the upgrades applied. I was thinking the base's weak as shit Broodlings would pop up. Nevermind.
-Give the Summoner's Zerglings a +1 upgrade instead of +2. They attack so fast that +2 is too much. Or disallow them from the Attack Speed Upgrade.
-Can you adjustment the location on the Psi Disruptor or its placement? I shouldn't have to order my Civs to walk over to the spell upgrade purchase more than twice.
-I lost my last life while my probe was sitting by a Pylon. It didn't give the Pylon back to the base, leaving the cannons useless.
-Remove Ranger's buildings when he dies the last time.
-The Ranger's fourth spell takes awhile to attack get the attacks started. Too hard to hit with it.
-The HP upgrades don't seem like 6%. Considering we start at 20%, 6%s wouldn't add up to 100% anyway. Something's up there.
Post has been edited 19 time(s), last time on Aug 8 2008, 1:55 am by Mini Moose 2707.