A 4 player scenario I made. Uses non-ranged units, manual upgrading, middle bonus, random hellfire in middle, relics for resources, store for special stuff and heros, middle arena hazard store, special boar killing area for more kings in store, villager area for gathering, and secrects that I\'m not revealing.
This is a pretty typical 4 player blood with several features not worth particular mention. The relatively small central area makes for fast and furious battles with many players involved at the same time. Notable is also the absolute absence of ranged units other than towers. This is a blood for those who like bloods for bloods' sake.
This scenario would be quite playable, if it weren't for several drawbacks. It was enjoyable and didn't last too long. When I first saw the bases I thought it would take too long to destroy them, but I was wrong. However, there were too many view changes at the beginning, each time I wanted to start spawning units I got whisked away somewhere else on the map. The game is laggy due to lots of extraneous eye candy.
All players start in equal positions and get equal upgrades throughout the game.
This scenario has diverse features that have been seen in many bloods before. The one thing I hadn't seen yet was the idea that if a certain building is destroyed, you lose the spawn units that come from that building (ie if your stable gets axed, you lose the scout and knight spawn units). Not a bad idea, but it doesn't happen. The way the base is set up, it makes sense to go for the main tower immediately to get the quick kill, ignoring all other buildings.
Map Design: 3
The central area of the map is chaotic in a positive way, and the relatively small middle arena causes you to meet with enemies quickly when you come out of your base. Unfortunately the map has so much useles eye candy (and imo partly ugly, but I won't let that affect the score) in the areas outside the main battleground and bases that it causes a lot of lag. A lot of the eye candy was in areas you would never look at during gameplay.
The instructions seemed complete and for the most part immediately understandable. There were, however, several spelling and grammatical errors.
Reduce the number of view changes and instructions displayed at the beginning of the game, it is annoying for anyone except newbs. Remove extraneous eye candy in the periferal areas of the map to reduce lag. Change the base layout so that the main tower is not quite so accessible, but leave the other building relatively open to attack, so that the destroyed building = destroyed spawn unit idea will really be a part of the game. Check spelling and grammar!