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Update: Added geysers with only 1500 gas to each nat.
Not decorated yet, as usual. I want to finalize the terrain first.
Feedback would be greatly appreciated
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Bill307
Canada9103 Posts
![]() Melee Download Obs Download ----- Update: Added geysers with only 1500 gas to each nat. Not decorated yet, as usual. I want to finalize the terrain first. Feedback would be greatly appreciated | ||
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aseq
Netherlands4025 Posts
- no gas nat is good - no free second nat is good - i'd be careful with the high stuff around the mains, cheese galore - i'd prefer the mineral on the islands not to be split in 1 parts, since by the time i take an island im so busy i don't want to be spending time on that. - is making the entire middle non-buildable not a bit too much against terran (turrets)? The terrain in the middle is already quite clean (no gaps or walls), so flanks are quite possible already. Combine that with no anti-obs...and pushing will be an art. thats about all i can come up straightaway, get a few ppl to beta for you (which are better than me) | ||
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decafchicken
United States20176 Posts
(no gas nat, very exposed second gas nat)Middle looks very blah | ||
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boongee
United States967 Posts
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k3fka
Argentina1267 Posts
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SchOOl_VicTIm
Greece2394 Posts
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tenbagger
United States1289 Posts
If the positions spawn t 12/10 or 4/6, then the mains are very close by air, so dropship play and muta harrass becomes more effective. Also, in those positions, the fight for that island can get very intense. So the game can go into micro intensive battle mode, but it can also go into macro mode where each side takes the other half so that they can get the gas expo in the corner. If the positons are 12/4 or 6/10, then the fight for the shared gas expo in the corner becomes critical. I think this may be the first map to introduce these concepts: - shared gas expo between 2 staring positions - 2 entries into main base, but the second entry goes up and around another staring point As far as balance, I think it'll be all right. It may be a bit tough zvt without the free 2nd gas, but bifrost was the same way and it seemed pretty ok zvt. And there are more gas expos here then bifrost, plus there are islands which seems to help z more than the other races. The unbuildable center is a must to lessen terran dominance. Strong terrans have advanced so far that they will be just fine without a buildable center. The only thought that I had was to maybe widen the center passage just a tad bit. I personally think this map would be 10x better than cultivation period. Great job Bill! | ||
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racebannon
Canada1225 Posts
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BrutalMenace
United States1237 Posts
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paper
13197 Posts
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decafchicken
United States20176 Posts
By the way, pvp is unbalanced on this map. | ||
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Bill307
Canada9103 Posts
Also added links to dl the map. | ||
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MuShu
United States3223 Posts
And I agree with changing the broken rock for the center. I thought it looked a bit funny too when I played it. Maybe use ruins instead. | ||
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decafchicken
United States20176 Posts
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red.venom
United States4651 Posts
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Bill307
Canada9103 Posts
On March 11 2006 14:08 MuShu wrote: Well, the way the geysers are placed right now, wouldn't they come out the back for certain geysers and if terran were to place a rax to block the choke, the peon would get stuck? Might want to replace them. And I agree with changing the broken rock for the center. I thought it looked a bit funny too when I played it. Maybe use ruins instead.Good thinking. Just played a 4-player FFA and all the nat geysers worked correctly . I'm pretty sure geysers form a ling-proof seal (like minerals do) when buildings are placed against them. | ||
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Bill307
Canada9103 Posts
On March 11 2006 12:48 decafchicken wrote: All rock center looks like shit -_- Make it unbuildable, but make it look better, which i know you can. By the way, pvp is unbalanced on this map. Patience! I'll make the rocky centre look less like shit after the main terrain is finalized . | ||
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Patriot.dlk
Sweden5462 Posts
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Starparty
Sweden1963 Posts
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boongee
United States967 Posts
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