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Map preview: (680x660)
![[image loading]](http://img24.imageshack.us/img24/3116/gaiasmall.png) High quality image (1360x1320) Original SC1 Gaia
Players: 4 Size: 128x128
Money Main: 8 mineral, 2 gas Natural: 7 mineral, 2gas 3rd: 7 mineral, 2 gas Gold: 6 rich, 2 gas
Concept so u got ur main base quite close air distance to ur neighbor at the side while the other 2 positions are very far away by air. u go down the ramp and u got a natural with minerals that hugs ur main cliff.
the natural got 2 entrances, 1 which leads up to the high ground and pushes far away and 1 bridge that leads into the middle.
follow the way up the ramp and u will get to the 3rd base that is shared with ur other neighbor which is close by ground, very short natural to natural distance. to take the 3rd base u must destroy destructible rocks with 2k hp. this 3rd base got another slightly larger ramp that leans out to the middle of the map next to the outside of the bridge.
the middle is like a long rectangle with 2 watch towers surrounded by high grass and 2 gold expansions which are located on each side of the middle edge
the way the map is designed is that by close air positions u can get a very safe natural but be pretty open for harass while if u have ur enemy close by natural to natural it will be quite intense and might give the edge towards a 1base timing attack. and then in far pos just like most 4 player maps it will most likely reward the defender and turn into a macro war
Personal notes i searched on tl but couldnt find any sc2 gaia yet so here goes ^^ first version so there might come so minor tweaks
this is a remake of the original old school map gaia from sc1. i liked this map alot but it was very imbalanced and favored terran, the races are different now so i would really like how these old school maps will do in the brand new sc2 lost temple turned out to be the best blizzard map so far and that was also an old school sc1 map
Image Links Natural to 3rd base Middle
Line of sight blocker (los): right up by the natural ramp up to the 3rd base. around the watch towers in the middle Watch Tower: 2 that are located in the middle Destructible debris/rocks: on the 3rd bases that must be destroyed to take the base
Poll: What do u think of remakes?Maps from SC1/WC3 fit just as much as new maps! (87) 70% I like them but prefer new maps (21) 17% New game, new maps only please. (17) 14% 125 total votes Your vote: What do u think of remakes? (Vote): New game, new maps only please. (Vote): I like them but prefer new maps (Vote): Maps from SC1/WC3 fit just as much as new maps!
Download Map: Published to Europe server. Read more about how to download the map.
Other maps: Argutaris Othello Byzantium City of Mengsk Torrasque Landscape Black Rainbow Gaia Medusa
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I love this Old school map transition to SC2. Keep the good work pal!
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Oh wow the gold minerals look so risky for an air raid and transport drops.
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On July 24 2010 08:16 Zaru wrote: Oh wow the gold minerals look so risky for an air raid and transport drops. nothing can land on the cliffs behind the gold expoes if its that what u mean
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I always loved Gaia, and that looks really awesome. You did a great the job overall, at first when looking at it I was apprehensive about the liberties you took with the middle but now that I look at it more, I like that too. Really good job
Actually I'm not sure how i feel about the rocks on the thirds.. it seems kinda like you just threw them in for the sake of it. Maybe they should be on the mini ramp/backdoor into the nats instead? And maybe at less than 2k health
On July 24 2010 08:19 Zerum wrote: no offends but the pattern and all the blue makes my eyes hurt from watching it T_T But it is pretty awesome that people are remaking old school maps
yeah I like the fog look they did on Steppes, but I'm not sure how that's accomplished personally
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no offends but the pattern and all the blue makes my eyes hurt from watching it T_T But it is pretty awesome that people are remaking old school maps
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Looks very cool. Good job
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nice I wanna try this map soon!!
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Awesome remake, even better then the original. Great job
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Would Siege Tanks reach the gold minerals in Siege mode from the cliffs? That would suck lol..
Other then that great work!
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Looks really awesome. I hope more maps get into the map pool like this one.
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On July 24 2010 08:22 darkzeratul wrote: Would Siege Tanks reach the gold minerals in Siege mode from the cliffs? That would suck lol..
Other then that great work! ye i thought about that didnt test it out but if that turns out to be the case i will change so they cant range it, it would be so lame :D
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On July 24 2010 08:22 zerglingsfolife wrote: Looks really awesome. I hope more maps get into the map pool like this one. lots of these user made maps are miles better than the mediocre ladder maps i hope on release some of these are included
edit: it would also be a dream come true if someone made a port of Ride of the Valkyries ;]
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great remake, make sure the stalkers cant blink from base to base
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This map looks really great.
First, I love the colors, the doodads etc. It has a really nice atmosphere.
I think the design while make some interresting strategic decisions depending on where your opponent spawn. It kind of reminds me of Lost temple (One close air-distance opponent, one close foot-distance opponent, one far away and the shared third between the two opposing close foot-distance opponents).
Edit : For the poll, I vote for : "As long as the map is great to play, it's fine" ^^
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the SS mods here like to delete map threads, should post it on hiveworkshop instead
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On July 24 2010 08:25 FindingPride wrote: great remake, make sure the stalkers cant blink from base to base dont worry with the recent patches marines would jump farther than stalker can blink  please do vote on the poll i added in OP because its kind of important for me to know what i should work on in the future
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On July 24 2010 08:25 alphafuzard wrote:Show nested quote +On July 24 2010 08:22 zerglingsfolife wrote: Looks really awesome. I hope more maps get into the map pool like this one. lots of these user made maps are miles better than the mediocre ladder maps i hope on release some of these are included edit: it would also be a dream come true if someone made a port of Ride of the Valkyries ;] someone already did..
also did you changet he left mids layout? I remember the cliff being..no where near like that(ramp came down behind the minerals) and in yours it looks like its right up on them , though it could be textures i guess
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nice! i wanna play this map =D
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There's always production in the MorroW Map factory. Jesus...
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good job morrow, you achieved something i couldn't manage to do. I was always making a bad position for the nat
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and i was trying to do a bigger middle however, aren't the 2 golden expansions too close? if you are able to take one, the other is as easy to take isn't it?
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nice job, forgot spawn location on 6?;p
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it looks pretty cool actually. Now I kinda want to see all those sexy old maps again..
Did you make it a 3 player map?or just forget to make 6 spawn spot
edit- Would love to see some of the older maps like.. Bifrost/Gaema Gowon/Blade Storm/RoV/Char etc
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it is obviously not a 3players map...
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On July 24 2010 22:44 [GiTM]-Ace wrote: it looks pretty cool actually. Now I kinda want to see all those sexy old maps again..
Did you make it a 3 player map?or just forget to make 6 spawn spot
edit- Would love to see some of the older maps like.. Bifrost/Gaema Gowon/Blade Storm/RoV/Char etc
Oh man, RoV and Sin Gaema Gowon, that'd be SWEET! :D
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this map has a HUGE imbalance favoring terran.
case 1) if you spawn on the same side (7 & 2 -- 8 & 1) terrans can easily siege push towards the opponent, because you already knock on the naturals door if you are at the centre marking.
case 2) if you spawn on any other position, you can put up tanks in the middle and easily ground-control BOTH golds AND the ONLY entrance to your site of the map.
some other notes: - artwort is nice so far
- whats the intention behind putting rocks at the 3rd; could you explain it to me? i dont get why they are there.
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destination, ride of valkury, and andromeda my all time fav maps did anyone remake them yet?
but ya awsome job now the question is will blizzard put them in the ladder matches.. since it would be really hard to practice them these maps without them behing in the ladder.. if esl or other turnys started allowing the remade maps
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blizzard should srsly hire you
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On July 24 2010 22:54 Madsquare wrote: this map has a HUGE imbalance favoring terran.
case 1) if you spawn on the same side (7 & 2 -- 8 & 1) terrans can easily siege push towards the opponent, because you already knock on the naturals door if you are at the centre marking.
case 2) if you spawn on any other position, you can put up tanks in the middle and easily ground-control BOTH golds AND the ONLY entrance to your site of the map.
some other notes: - artwort is nice so far
- whats the intention behind putting rocks at the 3rd; could you explain it to me? i dont get why they are there. its funny how u mention tanks like that
u can move out of ur natural at stepps and u have half map and mapcontrol and can attack zergs natural, what the hell is ur point rofl? once terran steps outside the natural hes ready to get flanked and the size of the middle only favors the defender which in this case would be not terran which means ur tank speech applies alot better to the maps that already exist in the ladder pool. at the end of they day we always end up saying "this is imba to terran because of siege tank", well to be i dont wanna adjust my map balance for the current unit state, it doesnt matter which map u make ppl r always gonna find tanks really strong because they are really strong in general l<o<l. theres gonna be many balance issues from now and if i make standard map concepts like gaia then if that turns out to be imbalanced thats a flaw of blizzard if u can only make a map in a certain way to make it balanced
On July 24 2010 22:42 EnvoYofAiuR wrote: nice job, forgot spawn location on 6?;p
the editor is sometimes stupid even if u put out the start location sometimes the circle animation around it doesnt appear. but ye its a 4 player map :p
On July 24 2010 22:40 ProTosS4EveR wrote: and i was trying to do a bigger middle however, aren't the 2 golden expansions too close? if you are able to take one, the other is as easy to take isn't it? ye thats the first thing u kinda think about when ur a skilled mapmaker from sc1 moving to sc2, always make big and nice areas so u can flank. what ive learned is that u dont actually need that much space in sc2 because units clump and also the reason to flank doesnt exist as much as in sc1 when flanking was huge part of the battles. the middle is actually quite open and is enough for the players to feel like they can flank. sure u can split up the map easier on this map with siege tanks or big toss balls but when u really think about it sc2 is alot about brute forcing the other players army rather than splitting up at all
On July 24 2010 23:04 towerranger wrote: blizzard should srsly hire you tnx :D id seriously would love that job. i dont believe blizzard have employees that only make maps tho, but what the hell do i know ^^ all i know is that blizzard has been quite awful at creating competitive maps for over 10 years now
On July 24 2010 23:03 di4m0nd wrote: destination, ride of valkury, and andromeda my all time fav maps did anyone remake them yet?
but ya awsome job now the question is will blizzard put them in the ladder matches.. since it would be really hard to practice them these maps without them behing in the ladder.. if esl or other turnys started allowing the remade maps oh man u should just use tl's awesome search function http://www.teamliquid.net/forum/search.php?q=destination&t=t&f=-1&u=&gb=date
blizzard is probably not gonna add any amatuer maps or have any competitions like for for at least 4 months ahead i think but yes tournaments will and are already interested in maps of mine, maybe not the largest tours like esl or zotac but its definitely starting to head that direction. that was also a big part reason why i started this event: http://www.teamliquid.net/forum/viewmessage.php?topic_id=137820 to get ppl interested at seeing them in competitive play
On July 24 2010 22:40 ProTosS4EveR wrote: and i was trying to do a bigger middle however, aren't the 2 golden expansions too close? if you are able to take one, the other is as easy to take isn't it? well if u manage to take 1 u basically have deserved the win anyway because u have total mapcontrol and ur opponent cant do shit about it. kinda like in heartbreak ridge where u took the middle. i could merge the 2 gold expoes into 1 expo like heart or andromeda but that would make flanking harder but also discourage 2x2's gaming on the map. on top of that i think its visually more appealing with 1 gold expo on each side rather than an andromeda expo in the middle.
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MorroW
WOW million thanks time to start up sc2launcher and start bashing some AI Heads on destination.. well i guess i will just have to find me a practice partner to prepair for the turnys now. do you know if esl will put destination/ride of V in??(god i love these 2 maps) thanks agian
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On July 24 2010 23:19 MorroW wrote:Show nested quote +On July 24 2010 22:54 Madsquare wrote: this map has a HUGE imbalance favoring terran.
case 1) if you spawn on the same side (7 & 2 -- 8 & 1) terrans can easily siege push towards the opponent, because you already knock on the naturals door if you are at the centre marking.
case 2) if you spawn on any other position, you can put up tanks in the middle and easily ground-control BOTH golds AND the ONLY entrance to your site of the map.
some other notes: - artwort is nice so far
- whats the intention behind putting rocks at the 3rd; could you explain it to me? i dont get why they are there. its funny how u mention tanks like that u can move out of ur natural at stepps and u have half map and mapcontrol and can attack zergs natural, what the hell is ur point rofl? once terran steps outside the natural hes ready to get flanked and the size of the middle only favors the defender which in this case would be not terran which means ur tank speech applies alot better to the maps that already exist in the ladder pool. at the end of they day we always end up saying "this is imba to terran because of siege tank", well to be i dont wanna adjust my map balance for the current unit state, it doesnt matter which map u make ppl r always gonna find tanks really strong because they are really strong in general l<o<l. theres gonna be many balance issues from now and if i make standard map concepts like gaia then if that turns out to be imbalanced thats a flaw of blizzard if u can only make a map in a certain way to make it balanced This map isn't imbalanced, but i agree that a big tankpush would cause problem for all races. This just forces the opponents to go for some harrassments, which is very easy due to the close distance by air. The map seems pretty balanced, even if i havn't tried it, but just favor some playstyles.
Then, MorroW is a Terranplayer, it's not that wrong to assume he enjoy big tankpushes and therefore wants them to be good. But what i know from his playstyle, he favor mass Barracks over Factorytech. In other words, i don't think he made a map to favor tanks.
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Awesome, and is it just me or does it look like a green battle cruiser
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Nice work 
Btw why are there xel naga towers on every sc2 map ? I'm not saying that there shouldn't be xel naga tower on gaia. But I feel that Xel naga towers are not essential in all sc2 maps.
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I made a Gaia remake in the Broodwar->Sc2 map conversion thread, but to be honest, it sucked pretty hardcore . I like your version a lot better than my own, the terrain is beautiful, it actually makes the map look like a paradise, and the thought that went into balancing the map is apparent. Great job!
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All your maps are awesome! I just wish some of them would be featured on the ladder...
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i dont want to argue with you, but you cant just pick up one of my points and bring wrong arguments underlined with an 'im a better player wich means you have no clue'-tone.
you are far superior in playing this game than me, and i respect it. but that alone doesnt make you a far superior map designer and thus the feedback you are receiving is something you should respect too.
On July 24 2010 23:19 MorroW wrote: u can move out of ur natural at stepps and u have half map and mapcontrol and can attack zergs natural, what the hell is ur point rofl?
the natural-natural distance on steppes of war is greater. on steppes the bases are placed at the very outside of the corners (7 and 2). on gaia they are placed further towards left/right border, thus shortening the rushdistance. also, the lower naturals exit is shifted to the left and the upper one to the right, further increasing the ground distance. on gaia they are straight up frontal.
Even though this does leav the centre issue untouched; i tried to point out that the very direct path of the natural-natural might be an issue against terran. there a plenty of solutions.
On July 24 2010 23:19 MorroW wrote: at the end of they day we always end up saying "this is imba to terran because of siege tank", well to be i dont wanna adjust my map balance for the current unit state, it doesnt matter which map u make ppl r always gonna find tanks really strong because they are really strong in general l<o<l. theres gonna be many balance issues from now and if i make standard map concepts like gaia then if that turns out to be imbalanced thats a flaw of blizzard if u can only make a map in a certain way to make it balanced
I wouldnt say its blizzards fault if somebody creates a map thats imbalanced with the current meta game. maps change with the meta game and mapmakers can either adapt or try something different, wich might reflect in a change of the metagame (luna f.e.). metagame and maps are linked together and mapdesigners cant just blame blizzard for it.
i honestly hope you will respect and appreciate the feedback you are getting here. right now it appears you feel personally offended by things written about your maps.
greetings, madsquare.
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On July 25 2010 01:52 Madsquare wrote:i dont want to argue with you, but you cant just pick up one of my points and bring wrong arguments underlined with an 'im a better player wich means you have no clue'-tone. you are far superior in playing this game than me, and i respect it. but that alone doesnt make you a far superior map designer and thus the feedback you are receiving is something you should respect too. Show nested quote +On July 24 2010 23:19 MorroW wrote: u can move out of ur natural at stepps and u have half map and mapcontrol and can attack zergs natural, what the hell is ur point rofl?
the natural-natural distance on steppes of war is greater. on steppes the bases are placed at the very outside of the corners (7 and 2). on gaia they are placed further towards left/right border, thus shortening the rushdistance. also, the lower naturals exit is shifted to the left and the upper one to the right, further increasing the ground distance. on gaia they are straight up frontal. Even though this does leav the centre issue untouched; i tried to point out that the very direct path of the natural-natural might be an issue against terran. there a plenty of solutions. Show nested quote +On July 24 2010 23:19 MorroW wrote: at the end of they day we always end up saying "this is imba to terran because of siege tank", well to be i dont wanna adjust my map balance for the current unit state, it doesnt matter which map u make ppl r always gonna find tanks really strong because they are really strong in general l<o<l. theres gonna be many balance issues from now and if i make standard map concepts like gaia then if that turns out to be imbalanced thats a flaw of blizzard if u can only make a map in a certain way to make it balanced
I wouldnt say its blizzards fault if somebody creates a map thats imbalanced with the current meta game. maps change with the meta game and mapmakers can either adapt or try something different, wich might reflect in a change of the metagame (luna f.e.). metagame and maps are linked together and mapdesigners cant just blame blizzard for it. i honestly hope you will respect and appreciate the feedback you are getting here. right now it appears you feel personally offended by things written about your maps. greetings, madsquare. the thing is the map size of stepps of war is smaller than this map so because u have 2 natural up to the left side of the map like in this map while stepps are more in the middle it doesnt mean anything unless u know the map sizes of the map. maybe stepps distance ramp to ramp is slightly wider about 13 seconds walk but its not gonna be enough of an argument for me to change anything. if i push it back then i end up with too small main base or stalkers having fun between main bases. but from the natural ramp to the other players ledge as we talk about siege tanks is really all u gotta reach, and that distance is closer for sure. so u r not seeing straight and thats why u feel like i disrespect u. i respect what u say but if u make false accouterments and come off as insulting me as a mapmaker then thats what u get. i have respect for opinions as long as they have a steady and right base thats not false, which urs is
gaia is just such an old and unsymmetrical map that i feel i could change some sizes here and there the way i like them and the way i feel is best for the map. so just because gaia had the bridge a bit more to this or that side wont make me care, i just wanna grab the concept and try to remake it so it works in modern sc2
this direct path issue sure it might exist, because of the short distances, but if u think about it. in sc1 it was about hard pushing with mines and immobile siege tanks and here. if u take lt close pos to these close pos, the situation is really gonna be same and the players are still gonna have the same units. trust me on that one 
yes maps change with metagame i agree. so u should make maps that fit in the current position i agree aswell. but look at LT, metalopolis, stepps of war, desert oasis, they are COMPLETELY different so to tell an amatuer mapmaker like myself to actually create balanced maps and follow meta game is ridiculous because its even hard to make maps in the first place. i can make a map and think, alright this looks standard and thats as far as we can go right now. blizzard did a horrible job at "following the meta game" with their maps cause they r totally different so i think u come off as a jackass expecting me to come here with a balanced map when the game itself is far from balanced
i like feedback and ppl telling me the flaws in my maps as long as they have respect of how hard it is and that they actually are right in what they say. and ur the opposite. i remember having the exact same argument with u a few weeks ago about a past map. ur not helping the situation at all because ur wrong about the distance thing or w/e and ur accusing me of being bm and u stick it out so obvious to make me look like the bad person. i dont want ur feedback and i dont appreciate it 1 bit
i hope i didnt fear anyone else from saying their opinions, im very glad to get anything as long as they are based on actual truth, thats more productive. but to say "distance as close nat to nat" is pretty unlogical seeing as an issue when we have stepps of war lt close pos metalopolis close pos etc. its practically the same as a gamer when it comes to timing attacks
u shouldnt even open ur mouth about imbalance when ur up against a player like me in an argument. this got nothing to do with mapmaking, didnt matter which map it was, my word will mean more than urs because i am better, thats the hard truth and being good at the game reflects ALOT on being good at casting or making maps. so walk the walk before u talk the talk, thats something tasteless taught me
theres so many ppl on the forum who have helped me with the maps and i respect and thanked them alot for it. its not like i go berserk at any suggestion i get. u just need to base ur statements on something that is true, thats the first thing u need to get right else ur opinion or statement is based on nothing ergo ur suggestion means nothing. and if u have a bad attitude along with it u just come off as an ass with no clue. it just happens to be that u have no clue and i am better, but u have no clue not because i am better, its just because u have no clue
On July 24 2010 08:22 darkzeratul wrote: Would Siege Tanks reach the gold minerals in Siege mode from the cliffs? That would suck lol..
Other then that great work! take this guy as example, he asks nice and gentle insetad of going "OMG THIS MAP IS HUGE IMBALANCE TO TERRAN BECAUSE SIEGE TANKS CAN ATTACK GOLD". instead sinces hes not 100% sure he goes ahead and ask off a really solid ground to base a statement "gold might be to be taken down from the cliffs by tank" and his opinion "that would favor terran". this is how u make comments without pissing the mapper off, this is what mapmakers wanna hear because its productive gentle and a nice observation in general
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Map looks great man. Keep up the solid work.
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Excellent work. You did a great job making the map very colorful and nice to look at, while still maintaining the shape of its BW version.
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Great work, Gaia is my favorite sc map ! But why destructable rocks at third expansion ?
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On July 25 2010 03:08 b0oyah wrote: Great work, Gaia is my favorite sc map ! But why destructable rocks at third expansion ? oh ye i forgot to answer this one i believe its quite special actually but it doesnt hurt other times however
its when ur up against like a zerg on farther positions and a few zergs just take their 3rd ridiculously fast, so i basically say, if ur far positions and take that fast 3rd base it should be in another main base or main base natural because if u take that high ground and ur oppo is on the other side of the map they will have very hard time defending against it. so u sort of call it a positional balance in non-mirror mus where i dont want to reward macro to 3 bases so extremely fast. so then u have the option to get many lings enough or unsieged tanks to break it down and then take 3rd or go a little risky and skip those and go straight for another main base. so its there for balance and gameplay purposes. i understand its far fetched but from where im standing its really just an improvement in situations like that and doesnt hurt at all in situations when we r not in macro far pos as then u will get many units anyway to,, survive )
its complicated to explain but i hope i delivered the msg about the rocks
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Most fun I had recently was playing a game of SC2 on a remake of FS. Remake the old shit! I support that entirely forever.
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The only issue I had with gaia was how terrans could siege the gas at the 9oclock natural across the bridge, that was such BS back in the old days.
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United Kingdom16710 Posts
looks very nice. its like lost temple with some fat trimmed off. not entirely sure about having a back door entrance to the natural especially with that large fron. oh and i wouldnt be surprised if you dont see anyone taking/holding any of the gold expansions. they're very exposed and you wouldnt go for them unless you have a significant advantage.
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The map looks awesome! You forgot one spawning location though. It looks like a better version of metalopolis to me! (Didn't play SC1)
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Amazing job! Gaia is one of my favorites.
I also really hope someone remakes neo bifrost!
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Looks awesome man. Nice work.
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wow nice job morrow, i always loved gaia in bw 1v1 and 2v2 ;D
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Looks like a Terran tank fest. Not sure how a zerg would win here other than drops.
edit: assuming players spawn cross positions and not adjacent.
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It def wont feel as big as it used to if you didn't increase the map bounds.
But Gaia is one of my old time crushes with SC1 so lovely work sir!
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Nice! I hope that somehow these get included in ladder maps one day
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So i guess this is about me beeing too direct. wich leads to bad blood and some misunderstandings. i dont have any bad intentions. Ill rephrase my feedback and put some more depth into.
--------------------------------- First off, the biggest issue that jumps at me, when i look at the centre of the map. i know that the temple insignia is 8sq, as i checked in the editor.
image: + Show Spoiler +note: the the size off the 13sq might be a bit off, however this is not that important, as anything you could call army will still be struck by the tanks range.
siege tanks will lock it down very easily, completly. because this is the only way for ground. i dont think drops are an option because if you take some preparations (s.tower, turrets, vikings etc) you can lock them down.
In my opinion, the things that make this stronger than it looks like on the bw map are: - bw map seems a bit wider. though i dont think this would change much because you can just move some tanks further to the edge. --> you might want to widen the choke at this area. - the watchtower is responsible in my eyes. because it has a radius of 22sq, it grants the siege tanks full vision without requiring air support. --> removing the tower would require the terran to need air support at both sides, wich costs time and money, and could possibly be broken by the opponent, thus adding some more gameplay around this area.
------------------------------- The natural-natural issue. I think a comparison with steppes of war, checking why something may work better than something else, is a good way to show my points.
images: + Show Spoiler +
If you go straight forward from the choke on steppes (cyan line), you will be very soon at the opponents natural, but from there you cant lock down his choke. and this is where the issue lies for me. on gaia, if you take a poke (white line) you are already in a position where you can lay siege at your opponents chokes (circles indicate the area im talking about, not the siege tank range). I dont think it should be that easy. --> redesigning the naturals chokes to make them a bit offset or similar might help. i agree that reducing the main/nat area is not an option. i suggest to take a look at mineral line/main choke/nat choke releation, maybe theres a solution to find, wich will make the path not that straight up.
Next, on steppes are los blockers around the chokes. meaning that when you are there, you will still need something flying in order to pick up all outcoming units with tanks. gaia doesnt have los blockers wich leads to greater exposal. --> you might want to add some los blockers to help staying safe in this area.
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I hope we can settle this disagreement and be ok with each other. but before there are some points i want to be clear about:
- i know how it feels to put hours of time, your heart and your soul into something and getting told its not worth anything. I havent been long into Starcraft, however i have quite a long mapping history (4years of serious mapping by now). Its not gonna happen that i let myself beeing accused of beeing a beginner. i did walk my walk.
- Its not going happen that i will post positive feedback, because its useless according to my own experience. im sorry if i was too direct. i dont have any bad intentions. also i tend to cut it to the bare neccesary, not explaining it and just pointing my concern out IF i think the designer is capable of understanding what the keypoints and solutions are. And im sure you are. though i understand you dont bother thinking what i meant, as you dont know me.
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Im looking forward to see you making more maps (but please dont loose your game skills, as we need more bio-mech awesomeness to spectate :-) ) because you have actually the connections to get custom maps played and tournament admins interested in putting different maps into their mappools. i think we can all agree that most blizzard maps are just not viable 
greetings, madsquare.
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Didn't like the map much in SC1 to be honest, but I can see a bit of potential for SC2. Gold Expos in general should be harder to take & to defend imho, so right in the middle seems like a good spot to me.
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konadora
Singapore66156 Posts
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I really like your maps, would love if someone makes the Hitchhiker for SC2. I think it will be awesome for SC2...
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Gaia was one of my fav maps to TvP on in BW, this looks cool
why did you decide not to make the other mineral only expos outside of the naturals though?
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