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On June 27 2008 06:49 suxN wrote: Voices Im dying to see how those nexuses affect the game.
awww what nexuses? if you mean the blue crystal things they are immortal and just close the path >.<
those doodads and minerals around the main are just to fill the cliff (tankholes etc)
the inverted sunken ground ramps for Voices are the very best possible balancewise, see this pic:
http://www.mapdori.com/bbs/data/free2/SG_Cliff.jpg
with the very reduced available tiles to make a ramp this is pretty much awesome.
PS: I'm on iccup right now, Nb.Crackling, msg me for testing
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Oh they are blue crystals.. Well, they still block the way so that tanks can shoot at ramp, and i find it exciting . ( if they were temples the p/z could decide between harassing the terran or killing the temples for some easier defence )
By the way, are there any less shiny doodads that wouldnt hurt eyes but would still fill the tankholes?
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Sign, Square, Voices, Tepolzan are good.
KorhalPride could be good, I haven't played it.
Chain is almost good, but too tight in the middle imo.
Ruined Heart isn't bad.
Rise of Teosomething is just bad.
Morrow's maps are basic and so simple they're playable, but I don't think gameplay-wise they're even that good, and weren't executed terribly well, but he's a newer mapper I guess.
LostTampon's maps are conceptually nice, but too weird for me. I've played Prophecy and I don't like it.
(4)Rov is interesting, but I dunno how well it'll play.
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I like what your trying to do here, calling out attention to some of the best maps in the mapmaking scene.. But I think you went overboard. It is really hard to digest so many maps at once. Easier then just jumping into the BWMM databse, but I think this list needs to be condensed down to maybe 4-6 maps before it is possible to really have in-depth discussion.
2cents
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voices looks beautiful rov and fantasy island are awesome as well.
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On June 27 2008 07:32 Nightmarjoo wrote: Morrow's maps are basic and so simple they're playable, but I don't think gameplay-wise they're even that good, and weren't executed terribly well, but he's a newer mapper I guess.
I prefer the idea of putting a standard, playable map into the TSL rather than a "fun", complex map where people will just incessantly bitch about imbalances.
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On June 27 2008 08:13 Ancestral wrote:wut?
name of a map at bwmn ROFL
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I really like ptar's maps
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haha Two Counties? how dare you!
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oh new set of maps, space lotus really really caught my eye :O
I would like to hear if it has some real balance problems
Edit: Im at army, therefore suck doubletime at SC and cant really help at testing.
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These maps are excellent. Should totally each of them be in a high tier foreign league
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Sound Barrier and Shakras have always looked really good to me. I think Sound Barrier is a little bit of a wacky concept though and needs a bit of testing to be proven. Shakras, though I still have never tried it, always looked like a potentially interesting map to me. Battlegrounds looks interesting, despite the 2 entrance natural it may still be balanced. Needs some testing. Snow Shock looks interesting... but not sure how balance will play out. A gas-only island? Might be too easy for Terran to slowpush along the side. All of expo spots are in the slowpush path, creeping siege tank doom like on Gaia. Looks like it could be very good with some testing and modification though, again. Avatar: always disliked this map. first map to have spells in it, not something to be proud of imho. Space Lotus: Looks maybe very good, with some testing. Is the author afraid of reverse ramps? A little bit of positional imbalance. Teal's nat choke looks a lot tighter than purple's for example. However, with a little bit of fixes and testing, again this could be a very good map. Star Gates: Very wide natural choke, and 2 natural chokes. Mains.. not sure if the top one is wallable. This doesn't look very terran friendly. Or that interesting. Memory Cell: Afraid of reverse ramps again? Interesting harass potential at minonlys. This looks potentially good. Last Conflict: looks like boring turtlemap Pallisdae: island map?  Mark of the Beast: hmm. Gasless island expos? wtf? Just looks like the gameplay here will be bland in general. 3nim0: Bad blends, but idk if space maps have any good blends for some of these things. Minor positional imbalance: those doodads that cause miss chance all face upward, so most of them are easier to use for red player. Bottom main is unwallable, top main is wallable. So many bridges. This is another map that would need a lot of testing to even begin to show balance. Morris Plains: interesting map, i've played it before once on a LAN months ago, but i BBS'd so I don't really know how it plays that much. Not sure how I feel about the mineral blocked nat backdoor. Seven Sins: trying to balance this would give me cerebral hemmorages Archmage: island map. blegh.
btw downloads for everyone because Nightmarjoo didn't provide them on his list: + Show Spoiler +
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Anyone down to play this mapS?
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On June 27 2008 13:17 InfesTeD]i[ wrote: Anyone down to play this mapS? sure, maybe later tomorrow, I'm really tired right now.
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I can play im at op tl-west
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On June 27 2008 04:01 Bill307 wrote:I thought (4)Rise of Teotihuacan looked interesting at first, but then I realized it was gonna be Z>P since Z can take their nat even easier than normal, whereas P cannot because they would need cannons at both their main and nat. Not to mention how much those destructible buildings favour Z over P in general, since P can't take advantage of them in the early game. Fantasy Island looks the most interesting by far, even though it's probably the worst-balanced as well.  Not really. You couldn't fast expand obviously, but you block your main ramp with zealots while you expand. It would require good timing but once it was figured out, the natural problem is fixed.
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Rise of teosomething is awkward and plays bad. It's just a pretty map.
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