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Just saying, it would be awesome if instead it was a 5 person map, with a white area, a blue area, a black area, a green area, and a red area. But it would obviously not be balanced, because Blue is the superior color.
But as for your map, with a name like "Planeswalker" it'd be really cool if you have dramatic tileset changes. Not map changes, but just cool aesthetic changes.
As for map changes, I think the ramps should be widened in order to create more 'fluid' feel. Or maybe I've played too much BW where if I send my dragoons to go up a small ramp, they get across by the time my carrier fleet is built and causes gg. But with a wider ramp, the paths would be a lot more maneuverable, easier for large armies to attack. Not just the mid, but also the paths up to the ramp to the third
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The way the map transitions from low ground to high ground as you get closer to the center is super terran imba. Good positioning on the 3rd, though. Mains are really small, and the "island" at the bottom right has a really small choke, unless it actually is an island O.o
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Off topic:
+ Show Spoiler +
On topic:
I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.
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On July 02 2010 12:21 monitor wrote:Off topic: + Show Spoiler +On topic: I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal. Wow, you had quite an improvement over your first map.
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Yep, the paths are a bit tight I guess, widening some of them (mostly the middle, the narrow 3rd ramp perhaps) when I got time (tomorrow probably).
On July 02 2010 12:06 LSB wrote: Just saying, it would be awesome if instead it was a 5 person map, with a white area, a blue area, a black area, a green area, and a red area. But it would obviously not be balanced, because Blue is the superior color.
But as for your map, with a name like "Planeswalker" it'd be really cool if you have dramatic tileset changes. Not map changes, but just cool aesthetic changes.
As for map changes, I think the ramps should be widened in order to create more 'fluid' feel. Or maybe I've played too much BW where if I send my dragoons to go up a small ramp, they get across by the time my carrier fleet is built and causes gg. But with a wider ramp, the paths would be a lot more maneuverable, easier for large armies to attack. Not just the mid, but also the paths up to the ramp to the third
Kind of tried that look out, didn't really work too well, the red and blue were easy (same sand texture, different color), but I never really got it to work. Ramps getting a bit wider.
On July 02 2010 12:14 GenesisX wrote: The way the map transitions from low ground to high ground as you get closer to the center is super terran imba. Good positioning on the 3rd, though. Mains are really small, and the "island" at the bottom right has a really small choke, unless it actually is an island O.o
The Island is basically an Island with a small destructible rock choke (hence semi-island). Will probably add a single mineral patch there to block early cc lifting.
On July 02 2010 12:21 monitor wrote:Off topic: + Show Spoiler +On topic: I think the mains should be a bit bigger, and the middle chokes should be wider (wider ramps). Other than this, looks really good! Maybe some symmetry problems, but I don't think they are a big deal.
Chokes getting widened some places. the symmetry is a bit off somewhere, worst bits (the mains/nat?) getting worked on. Then again the rotationally symmetric maps generally have some inbalances in the fact that they are different for each player every time pretty much (sometimes not cross-position?). On the other hand they are larger than 2 player maps and therefore offer less 2 player map cheese? (see Flash's win ratio being 4player>3player>2player by a decent margin actually compiled somewhere for an example)
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Me one concern with this map is terrans dropping tanks on the cliffs above the nat. The pathways are fine for zergs, imo, because there are alternate routes to take.
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On July 02 2010 14:07 itzbrandnew wrote: Me one concern with this map is terrans dropping tanks on the cliffs above the nat. The pathways are fine for zergs, imo, because there are alternate routes to take.
It's really just an extension of the main, a narrow one at that; which stretches out around the nat. Not a thing seen in any of the sc2beta maps but not an unfamiliar concept from older bw ones.
Should be a lot easier to defend than the lost temple cliff f.x
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The cliffs behind the natural need to go. Or make sure nothing can land there. Thats super OP.
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i fucking hate you...(not really but im pissed)
i have sketched a map idea that looks...almost FUCKNG IDENTICAL.
even has 'semi islands' aka cliff expansions only accessible by drop....
its 3 player natural same orientation
there are two golds in the middle though, but honestly the map looks the same. now im not gonna make it lolol...
-.-
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Update:
![[image loading]](http://img257.imageshack.us/img257/5787/terrain059.jpg) Aerial view: + Show Spoiler +
Changelog: + Show Spoiler +Opened up the mid a bunch, lowered the mid high ground and opened up the entrance. Widened the narrower lower ramp from third (it'd then be less narrow now  ). Island expos have 1mineral nodes blocking the cc landing zones. Mains enlarged. Removed pillar in front of nat.
sc2mapanalyzer openess comparision: + Show Spoiler +![[image loading]](http://img51.imageshack.us/img51/7381/orgsc2mapopenness.png) old ![[image loading]](http://img295.imageshack.us/img295/104/redsc2mapopenness.png) new
The mid is now the shortest attack path if you take the narrow ramps, the wider mid ramps will take a tad more time but allow bigger army movement and less getting stuck at chokes. The third remains the primary big/slowpush way I guess though as the mid is surrounded by cliffs (easier air harass) and does not happen to have an expo and is like a few units longer.
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I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.
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On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC.
![[image loading]](http://img823.imageshack.us/img823/2052/terrain061.jpg) 1 mineral nodes 
You need drop tech or rock breaking.
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On July 03 2010 12:26 Grebliv wrote:Show nested quote +On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC. ![[image loading]](http://img823.imageshack.us/img823/2052/terrain061.jpg) 1 mineral nodes  You need drop tech or rock breaking.
You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
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On July 04 2010 11:20 monitor wrote:Show nested quote +On July 03 2010 12:26 Grebliv wrote:On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC. ![[image loading]](http://img823.imageshack.us/img823/2052/terrain061.jpg) 1 mineral nodes  You need drop tech or rock breaking. You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
I think if he moves that mineral patch a little to the right or adds another it'll make it impossible to land a cc anywhere. Might be impossible already, dunno.
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On July 04 2010 11:20 monitor wrote:Show nested quote +On July 03 2010 12:26 Grebliv wrote:On July 03 2010 12:13 konicki wrote: I like the changes quite a bit, but i still think the 3rd next to each main is a little op for a floating CC. ![[image loading]](http://img823.imageshack.us/img823/2052/terrain061.jpg) 1 mineral nodes  You need drop tech or rock breaking. You could float a CC with one scv and land near it, then mine it, then move where your CC to where the 1 mineral was. You should consider adding destro. rocks there.
The mineral blocks the cc from landing by about 2 hexes 
Rocks would turn this into less of an usable island, it's positioning is as bad as it gets unless you have control of the overlooking third.
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Well if you can't land there, looks good. I think low mineral patches blocking pathways could be used more in SC2 maps.
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