Claustrophobic maps

Preventing Demigod from being better

Hi there!

I don't know if I am the only one, but IMHO maps in Demigod (DG from now on) are much too small & simple. I understand the motives of GPG developers to make the game more accessible, faster and easier to grasp, but seriously: what are the differences between all - present at the moment - maps? Some are smaller, some are bigger, but basically there's nothing really unique in them.

Sure, we have flags, mines etc. But what about ganking, warding and backdooring? The lanes are so close to each other that heroes can travel between each other very fast, thus preventing any kind of flanking/ganking. The vision radius is so big (read: normal, but in comparison to map size it's huge) that there is no room for ambushes and any more sophisticated tactics. Also, there are far too many towers everywhere, so if any hero comes too near to a grouping of those (and virtually towers are very close to each other), he/she will be severly wounded.

The game basically tells you something like this: go forward, buy some stuff, go forward, hide behing a tower and don't worry - you know where the enemies are, from which side they will come (just buy some boots to evade possible grouping of heroes).

Some people proposed to make the vision radius smaller. In my opinion this is a bad move - you really don't want to make people feel even more claustrophobic. Thus, I propose to make the maps more complicated. They don't have to be that much bigger - just make them more interesting. I understand that it would require to make some new heroes, but I think that it's obvious for everyone that there will be some new heroes (at least 2 new, to make the game 5v5).

To sum up my proposal regarding more 'diversified' maps:

  • Maps size should be generally bigger.
  • Speed of heroes should also be higher, so that they wouldn't have to spend a whole day traveling to other side of the maps. This also makes the game faster & more chaotic, which IMHO is good for the overall gameplay.
  • Make the distance between lanes much wider, so that positioning your heroes and grouping them would play a vital part in this game.
  • Let the maps have 2/3 (3 preferably) main lanes, and about 2/3 additional ones, that would allow heroes to implement some sophisticated tactics (flanking, ganking etc.).
  • Decrease the relative number of towers/defenses in the game - ie. the same number of towers, but bigger map. This way there will be more free space, where heroes could roam free, hence, DG would be more of an open game - not just fight between entrenched sides.
  • The more flags, the better the game :). Don't put too many on one map - just more diversification and everything will be just fine.
  • Make the terrain more interesting. Why we have to walk a flat floor - almost - all the times? Add some rocks, trees rivers etc. Of course don't make them too flashy, so that they will eat computer power even more - just let them look OK.
  • Continue to make the game even better that it is now!

My 0.02$. Waiting for your opinions.

1,456 views 5 replies
Reply #1 Top

There are many differences and different strategies required for each.

There is a pretty good number of flags, however some could do with moving around on some maps.  Like on leviathan.. really need some moved more forward..

Map size is fine.

 

You want higher speed, but bigger maps? What the hell.. basically like having them be the same size.  Move speed is fien too, anyways.

 

I basically disagree with everything here. ^^

Reply #2 Top

Larger maps then what they have would be boring.  The more flags in the game, the longer the game is going to take.  We want realtively quick games (15-45 minutes) not 2 hours games.  I like the pace at which it is at right now.  Wish it was random flags, but I can't have everything I want.

Reply #4 Top

DOTA only goes 1-2 hours with players that are some what decent...me not being one of them...teehee:grin:

Reply #5 Top

I agree with most of what hes saying, but the keyword most is a clue into the epic breakdown I'm going to make out of his suggestion.

 

But what about ganking, warding and backdooring?

 

I'm not sure about you, but the more popular maps in 2v2/3v3 that I'm accustomed to playing: Prison, Exile, Cataract, etc.) are very easily back-doored. The portals are usually the farthest away from the citadel in corners, and will always have the fewest towers guarding them. Take out 4 towers and you can essentially backdoor and completely turn around a game. Same with fortresses: They're placed all-over and can easily be destroyed mid-game with an incomprehensible switch.

 

Some people proposed to make the vision radius smaller. In my opinion this is a bad move

 

So wait. You want the map bigger, more unpredictable and chaotic, yet you want to spare the smaller vision radius for claustrophobia? I hope you don't have anything against epilepsy.

 

/contradiction

 

Speed of heroes should also be higher, so that they wouldn't have to spend a whole day traveling to other side of the maps.

 

I hope you're suggesting that maps are exponentially larger in proportion to the speed of demigods, otherwise this is just a suggestion out of Texas.

 

This also makes the game faster & more chaotic, which IMHO is good for the overall gameplay.

 

While I'm not against this general statement, it's a complete contradiction. You want the maps bigger, yet you want them to be chaotic. You want the lanes to be bigger for more room, yet you want faster gameplay.

 

>_>

 

Let the maps have 2/3 (3 preferably) main lanes, and about 2/3 additional ones, that would allow heroes to implement some sophisticated tactics (flanking, ganking etc.).

 

This varies by map. First of all, you're mentioning 4-6 lanes for "maps," when the amount of lanes for each map varies greatly depending on it's recommended player size. The 5v5 maps will have up to four lanes, and two additional lanes, all containing vital flags including two portals of the four main lanes (5v5). You should probably list out each map and what it needs if you want this suggestion to be taken seriously, a lot of maps are slightly different, and have different elements to each. You're partially right, but way too vague, although I know what maps you're probably referring to and I can very easily agree if I'm assuming correctly...

 

Decrease the relative number of towers/defenses in the game - ie. the same number of towers, but bigger map. This way there will be more free space, where heroes could roam free, hence, DG would be more of an open game - not just fight between entrenched sides.

 

/thread

 

The more flags, the better the game :) . Don't put too many on one map - just more diversification and everything will be just fine.

 

I dont think there needs to be any more flags. Most maps contain more flags than teammates to watch and control. Some flags are not nearly as useful as others. (Portal, HP, +damage vs. Mana, Cooldowns, Artifact&Gold, give or take an opinion or two.)

 

Make the terrain more interesting. Why we have to walk a flat floor - almost - all the times? Add some rocks, trees rivers etc. Of course don't make them too flashy, so that they will eat computer power even more - just let them look OK.

 

QFT

 

I completely agree. The maps are literally nothing but brick roads, towers, and a neat looking background. The game could take up way less CPU usage with better scenery over such high-res backgrounds.