Re: Kamar-Taj Map - Public Playtesting
Feedback from Shiftrex
Overall Look: Overall look is good, definitely a lack of throwable objects but I like the placements of the time gem, heroic monument and experimental medicine. Without the power ups I think that the map would be a bit bare. Still thinking that the area up top with the experimental medicine seems a bit wide open but that may be best if the healing item of the map is up there.
Stability: Stability looks good, I don’t think anything is going to fall over. Castle walls (even used as pillars) are generally very stable and there are no crazy overhangs or anything that I could see knocking over during standard play.
Build difficulty: I think this would be easy to build, especially because I could start with the lake (I always do water first) and then build from there. A nice big area of water is always a plus for me on a map.
Size: Perfect for Superscape, I feel like it won’t take me forever to get to the fight but Flash also needs to commit if he just wants to get to my start zone. I think Starscream and some other fast movers could take advantage of getting to the mountain with the experimental medicine is but that’s not a problem so much as a feature. The low ground has interesting terrain that is worth fighting over.
Unit types positively affected: Units that want water definitely like this map, also any units that already come with enhancements to attack/defense of any kind. The trees of life are in very good positions to defend though there are some low spots around the tree as well.
Ranged units will like the hill and don’t have a ton of obstructed shots into the center of the map.
Unit types negatively affected: Ground pounders facing units that can kite or reposition them effectively will dislike getting thrown into/across the lake but since it is a lake instead of a river I think this effect is minimized. Any unit that plays off having a lot of small attacks will struggle getting wounds to stick because of the trees of life that have some decent elevation around them.
Key areas on the Map:
Tree of life (your startzone, enemy start zone) are ideal podding areas.
The lake (lowest point on map) / Time Gem area is dead center so lots of action will happen there
Monument area (near tree of death area) / the monument gets used but I feel like it would be a stronger design if we could get the monument next to the tree of death. Right now the monument is a pretty easy to defend point because people either have to be in the water (and most units don’t like that) or they have 2 spaces to stand where they aren’t getting affected by the tree. I think an attack boost area should be a little more contestable for teams that will stack this boost.
The hill / medicine area, probably the weaker area of the map because of the teams that I took. I think if I played Hydra Agents or Storm Troopers or my patented Wilson & Wilson build that I would see a lot more use out of the hill and could effectively hold it.
Areas not used much or at all: The hill was my least used area but that’s because I had need of the water and didn’t have range on my builds.
Game 1:
Game 2:
Final Thoughts: Would play on this map again, I think my biggest improvement thoughts are getting the memorial monument next to the tree of death somehow, making it so it doesn’t cover the initial location of the time gem would make for some choices in what you are going to go after first. The Hill was a bit bare from a melee army perspective but I think I’ll really appreciate it in ranged armies. Almost with there was something to throw on the map but overall really nice and lots of positions to think through.