First, Doodads I added were in keeping with the maps original style, so its a difference of artistic opinion, which is fine, I personally like the clustered buildings. But, you other points raise real issues that concern me.
1) No heals. I want this map to be like Melee in many aspects. I want people to prepare for battle, avoid injury, heal with potions and scrolls. There is a fountain of health along the north lane (which needs to be cleared of creeps). This lane can be controlled by building along it, placing barracks, towers etc. around the fountain. The Pub sells a pint - which is a PogH and a roast which contains 6 heal charges. There is a fountain of power hidden in the secret south lane guarded by Murlocs. Goblin merchant sells healing scrolls - would it help to reduce the restock time and increase inventory? I left it standard in the interest of keeping true to Melee theme. Also, suicide has an advantage in that it restores health, however it gives up major exp points to the enemy. Elves have wells, and humans have scrolls from their shop... are fountains really necessary?
Also Note: you can cut off the main lane and force the game to take new directions! By blocking it with buildings. this would send you passed the fountain.
3) I have never really played many recipe maps. I like this idea but its foreign to me. I think it would be cool too if the Ironsmith could upgrade the old weapons rather than sell new ones. Have you ever scene this? I would like to make it.
4) Towers - Well, there was a good reason for this. I have played with enough melee pros to know that you can keep a hero in combat and do major damage with it, while tower rushing on the side. Maybe Dota players don't get it but Melee is about multi-tasking and its the skill that made WarCraft what it is. I know it didn't explode until WoW when that aspect of Macro-Management was taken out, but I'm old-school and really enjoy it. I like the chess aspect of multiple pieces on a board. In order to win THR - AoS a player will need to be able to keep a hero in combat and build simultaneously. This practice will build a players skills for both Wc3 and Dota. Tower must be nerf'd or else, the good melee player will easily rush and defeat the woodelves or build massive defenses and make the game boring by sitting behind a wall of towers.
Hell_Master said:
Also please do remember some players doesnt have the time to mix battling with building towers and such. These 2 jobs conflict with others to be honest.
Players will need to learn how to do this is they ever want to become pro. Mixing Battle with Building is the essence of ROC and TFT. I bring it to AoS for those who enjoy both.
Towers - part 2.
So here's the balance issue. If towers are normal, we will lose the benefit of units who will now perish to mass structures. (note: massing units is impossible all units limited to 4 or less. so 22 units max not including starting AoS spawn) There is no limit on towers, and humans can mass like silly. I think the current balance is correct but if people really think it needs to be shifted, I can make adjustments. Would it help to limit towers to 4 for each side and make the full strenght? Higher cost... hmmm... I like that... I think I might adjust cost since there is a surplus of money. I still would worry full powered towers will be OP.
5) Hero ability - So I should import more GUI spells, eh? I guess I can do this, but which ones? I will take suggestions and add anything fitting. Currently all Heroes have 1 default unit ability and 1 standard hero spell. All spells level up to 4 or 5. Most ultimates have 2 teirs. Many of the custom spells are based on other standard spells, like resurrection. It now raises 1 fallen soldier. This comes from Nordic Mythology and is in keeping with the historical lore of the Valkyrie.
So, 1 standard ability (for comfort) and 3 custom abilities (for fun). There are 2 heroes on each team with imported GUI knock-back spells and the Rogue has a knock-back net (my poorly written GUI addition), but other than that most spells are a combo OE and GUI. I welcome all ideas, my creative juices are drained. Warden's prison spell involved creating a new model, and I put a lot into the spells, but I would be happy to add anything people want to see, so long as I feel it fits somewhat with the theme.
@Hell_Master and everyone - Please suggest any custom GUI Spell you would like to see featured in this game. Also suggestions for tower costs / defense base / attack base will be welcome but there are a lot of factors in the balance here. My goal is not to let the game become focused on towers but not to let them be totally useless either.