Durgeth Swamps
I’m going to go with
Basically it boils down to the following:
1) The inverse speed bumps, where units have to drop down to level 0, coming out of the start zone can be a pain (Typhon2222 has requested that these be called speed dumps, and I am happy to comply with his request). There isn’t a single path out of the start zone where units can travel through without having to deal with the giant speed dump. This tends to give established range even more of an advantage against melee units trying to mount a comeback out of the start zone. To the map’s credit, the jungle is plentiful enough and placed well enough so that it’s easy to get boosted defense against ranged attacks from height. However, I don’t feel like this is enough for slow movers facing quicker ranged units.
2) Feedback on a previous version of the map highlighted the power of the 7-hex to the right of the start zone. This version takes that criticism and tries to fix it in the wrong way. That right side coming out of the start zone feels like a mess and is tough to navigate at times with regular water constricting the paths out of the start zone so much. I would look for a different way to solve the power of that 7-hex that doesn’t make that area so difficult to navigate.
3) Some people love where the glyphs are on this map. I am not one of them. I feel like that area is a key area that units need to be able to flow through, and having a glyph there (especially with that single hex adjacent to it) just bogs that area down too much – especially considering that you are forced to stop on glyphs (speaking of which, if any of you want to rise up and house rule that as not being a thing anymore, I will support you).
4) On a map like this, I wouldn’t want jungle covering any of the highest ground.
5) On a game on this map, my opponent rushed back into their start zone on the right side when they saw they were losing. They camped there in that back right corner of the start zone and made me come to them. I was playing melee and had to come down into the speed dump and attack up on their position in the start zone. This strategy almost won my opponent the game (and most likely would have if he’d used one of his units differently). This is another reason I would want at least a couple same level entrances into the start zone that don’t require descending into the level 0 swamp water. Requiring Wannok on the glyph is an okay solution to this kind of problem, but feels like a cheap patch to a problem that has a better solution. As a note – there are other maps that have this same sort of problem with their start zone (see for example, Fen Hydro). While Fen Hydro has part of its start zone functioning as a potentially elevated start zone against melee, it is much more open. With Durgeth Swamps it is much easier to clog and lock down parts of the start zone. I will say however, that testing this map has made me more aware of this problem, and I will be looking for it more in the future.
I appreciate the work you’ve put into this, and the map does look really cool on the table.