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trcc
Canada298 Posts
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hasuprotoss
United States4612 Posts
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StimulatedSpiderMine
Chile60 Posts
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LOLOCAUST
United Kingdom11 Posts
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trcc
Canada298 Posts
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Bill307
Canada9103 Posts
. I like the arrangement of the bridges, and the kind of mobility that it opens up. The positions of the mineral onlies and how they are accessible are, in my opinion, what makes this map interesting . (I'm also kind of jealous because I couldn't think of an interesting 4-player map design for the Blizzcon Map Contest )Apart from that, it looks like a pretty standard map, so racial imbalance shouldn't be horrendous or anything. The centre might be a tad too tight, though. Also, the arrangement of the mains may introduce some positional imbalances, the way that one player's main cliff can overlook the other player's nat and min only area, to an extent. I suggest chopping-up the cliffs in those areas or lining them with water to create a buffer zone of impassable terrain. Actually I prefer the water solution because that way arial units won't have a sight-advantage from the cliff, either. The mains are huge right now, which will make it hard to defend against things like zerg mass-drops. Adding the impassable terrain areas (thus shrinking the mains) should help alleviate this problem. You're submitting this for the contest, right? I'm sure they're going to pick at least 1 or 2 maps that have more than 2 player spots, and I think your map has a really good chance of winning against other 4-player maps. Edit: Oh yeah, and I like how the geysers are positioned in the mains . | ||
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iNsaNe-
Finland5201 Posts
On August 06 2005 10:20 StimulatedSpiderMine wrote: looks very good looking but at a first glance it looked like lost temple :O More like Dahlia. | ||
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SP)diQ
1107 Posts
BTW 2 single bridges can be covered from main by T =((( | ||
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Bill307
Canada9103 Posts
On August 06 2005 11:01 SP)diQ wrote: Dahlia II. More zerg friendly yet still impossible 4 P =( BTW 2 single bridges can be covered from main by T =((( What? Aside from a visual resemblance, it's nothing like Dahlia. The 1st nat has gas, and the gas nat isn't far away from your ramp. Also the min only isn't easy-pickin's for lurkers. To me, the biggest problems PvZ would be the large mains and the way the nat is accessible, that makes hydras vs toss nat stronger for zerg than on, say, LT. (on the other hand there's no cliff, so unlike LT you don't need to worry about lurker drops on the nat cliff) Edit: Actually the main path to the nat looks pretty wide too. I think it should be a bit narrower, about 10 tiles (5 pylons) across, unless it's already that wide and I just can't judge the distance very well . | ||
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Carnac
Germany / USA16648 Posts
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SP)diQ
1107 Posts
On August 06 2005 11:12 Bill307 wrote: Show nested quote + On August 06 2005 11:01 SP)diQ wrote: Dahlia II. More zerg friendly yet still impossible 4 P =( BTW 2 single bridges can be covered from main by T =((( What? Aside from a visual resemblance, it's nothing like Dahlia. The 1st nat has gas, and the gas nat isn't far away from your ramp. Also the min only isn't easy-pickin's for lurkers. 1nat is just switched with the corner gas exp + it`s really ez 2 defend just like on dahlia. And visual appearance is #1 factor So that makes it Z friendly Dahlia. Large mains also are + for Z but since u can`t build up outside they R neceassary. | ||
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trcc
Canada298 Posts
Thanks for your great feedbacks. I don't think it is dahlia.. well wasn't my idea. | ||
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ManOfManly
United States49 Posts
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OneOther
United States10774 Posts
looks pretty much balanced, good-looking, very well done | ||
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trcc
Canada298 Posts
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trcc
Canada298 Posts
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BraveMonkey
Canada10 Posts
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trcc
Canada298 Posts
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Snooky
United States45 Posts
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BlueJays
Canada52 Posts
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