This is the map for WGF_Cheez01\'s \'Michi Munch Tournamnet\' For those of you who aren\'t a member or non-member of WGF, it\'s a modification of a high resource michi map. It\'s similar to other versions of the high resources type michi, so you needn\'t bother downloading this if you already have several versions of high resource michi on your computer. Another cool map is WGForest which shud be below this one somewhere!
After thoroughly testing this map over the past year of weekend LAN gaming, This is the best Michi map I've played on yet. It hits the baseline of what Michi was intended to be perfectly. Long drawn out build up into an intense set of battles. My LAN group would not let me pick other Michi maps to play on after this one came up.
This guy meets the required Michi theme. Rushing definitely is not an option. And there is so much gold and.. and stone.. and food stone.. and so very much wood that I cannot say it failed in the high resource department.
Visual Appeal: 4
Nothing fancy. Wasn't designed to be fancy, it was designed to have blood spilled on it. The best its got going for it is nice blending between the whole setup. The gold and stone sizes are a little.. unusual for visual effect, but required to be a high resource map. It is also highly interesting to have a heard of 20 sheep at the start of the game.
And here is where it counts.
The earliest I've even seen any player cut across the wall of wood was around 37 minutes. Seeing how that's Castle/Imperial Age Flushing would be certainly is not an option. CRushing would be very very difficult and only if someone slingshot your economy to get out the all powerful Siege-Onagar on the charge.
It like most maps had some not so unusual hiccups on a tiny size map. Such as cramped spacing and the rare connection to opponent at start. Especially if you load it with more players than the map size asks for. It seems the map was designed for 2v2 and beyond. which does not surprise or anger me. Most people prefer to play with allies to trade with and keep that gold coming in.
Things I would change?
I would of liked to see some canyon walls on the map for both eye candy and playability. It makes a game more interesting if you get halfway to your opponent to find a cliff blocking your path. As a bonus if they spawn next to the trees you can create awe inspiring choke points.
Even though this was designed to be high resource map tone it down some. I found several times there were too many gold mines. I manage to take down two of those monstrosities of a gold mine and still see a third waiting while I have trade going. It is unnecessary. Keep it high on the tiny size map so the gold units will keep rolling out in 1v1, but tone it down by say 15% on the Small Medium, Large, Huge, and Gigantic maps.
Well good job on the most solid Michi map I've ever played. 4 stars is nothing to scoff at as 5 as I see it determines perfect (AKA, impossible).