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I'm posting this so I can get useful feedback to improve the map I've made. I want it to be playable and enjoyable (as much as possible), but since I'm not a good player like so many here, I can't really know what is necessary to fix and ajust to make sure this map is as suitable as possible for as many matchups as possible.
If there are general problems you suspect for a matchup, please post them here. If you have suggestions for changing anything on the map to fix these problems or to make the map better in any way, please post them here.
And most of all, if you can get replays showing problems with the map, that would be ideal.
http://web.tampabay.rr.com/nonsof/stressor/
Thanks.
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Bill307
Canada9103 Posts
Heh, it's wierd to see someone using the exact same mineral formations that I used when I made my first map (specifically, the mains and nats). You should change the ones for the nats, though: I know from experience that workers have really stupid pathing when returning from those formations >.< . Furthermore, the minerals at the other gas expos and the two mineral onlies on the raised ground are too far away.
I'm glad that you placed the geysers in each main above the starting location to avoid inefficient gathering. However, you should check the geyser of the 9 main, just to make sure it only needs 3 workers. The other one should be fine.
Now, on to the terrain. Firstly, I'd allow the players to build in the area at the back of their main that's currently taken up by useless lower ground. Moving on to more important matters, the map is too small. The distance between the two bases should be much larger, and the centre wider and more open. I agree that there are definitely too many expansion sites on the map. Having the same number and types of sites as Gaema Gowon, more or less, should be appropriate. I'll reserve any further comments about the terrain until I see an updated version, because I can imagine that it will look vastly different after these changes are made.
Lastly, since you seem to want this map to be perfectly symmetrical in everything including doodads, I just thought I'd point out that the 2 rock doodads along the bottom of the map are not in exactly the same place on either side of the ridge: the one on the right is 1 tile higher than the one on the left .
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Too many expansions? Which are you suggesting be removed, moved, etc?
What would be better ramp positions?
Where would these ramps be? What gameplay necessitates in particular requires the map to be less fast?
What with the far away mineral only expos? Why is their distance a problem? What should the distance be, what would fix this?
Why should I add more room near the borders? Aren't the mains big enough?
Why should minerals all be close and as efficient as possible? If that's what you want then I could just stack minerals near the hall. As long as the starts are fair, and there is no matchup problem, then I don't know what you're telling me to fix here.
The center needs to be bigger? What should be moved back then? What gameplay necessitates the center being wider, how much wider, etc.?
I only want to fix the map so it is playable, not make it identical to other maps necessarily. Please tell me what you suggest, not just "too big" "not efficient enough" "too far" "too many" "I would like to build here but I can't" with no reason.
Thanks for the feedback. I am going to test the mineral pathing now. I don't like annoying pathing bugs making minerals farther than they appear, either. I should have tested sooner.
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