I'm going to agree with Sash(a) here; it should really all just be one colour. And why are the commands indented? I can understand if you had a hand cursor or something, but there isn't a good reason for the indents to exist.
Since I've been giving a lot of critique but haven't ever posted a screenshot, here's a tiny WIP map + tileset for a little project I'm working on.
I was going for a desaturated, dark and gloomy atmosphere, like something you would see out of a post-apocalyptic game. Right now, I think that the main problems in my map are:
- The "mountains", which look like giant pieces of poop.
- The sand, which is too bright and needs a recolour (specifically the bright speckles that poke out at the player's eyes).
- The balancing on this map, which is too one sided (this is for a Turn-Based Strategy). The player on the left island can launch a two-pronged attack as they have two entrances onto the main island, while the player on the right island only has one method of entering (an extremely narrow chokepoint), thus giving the player on the left island an enormous advantage.
The problem is how should I fix the balance. If I were to create a second bridge from the right island connecting on the main island, where should I build it? Or should I just give the team on the right island a huge advantage? Or is it ok as it is, and should it just be an easy win for the player (left side)?
Note that this map is designed to be played using only land units; there are no aerial or sea units, which is why holding the chokepoints is such a mega-giga deal. And both players begin with a set amount of units, so they can't just build meatshields to hold their chokepoints before they have enough funds to bust in and take down the opposing team.
But before making any changes, I'd like to hear your opinions on the map. What should I change in the tileset (if anything), and how can I make the map a little more balanced, without sacrificing it's aesthetic value?
EDIT: A couple more things you should know. Forests (both the evergreens and the dead forests) give a defense bonus of 2 (which means any unit on a forest takes 2 less damage), and mountains are impassable.