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So far my favourite completely new Map I've seen (favourite Map overall would be fighting spirit) ^^'
I really like how far the bases are apart, so you can't abuse early rushes that easily, with the Map being only 2-player and all...
I have some Problems with the Map though:
- The biggest Issue I have with this Map is the destructable rock near the Natural. Those are so easily abusable by VoidRays, who can just charge up on them and then attack the Natural. There shouldn't be a Destructable rock near any expansion and certainly not near the Main or Natural. ---> I'd recommend putting Minerals there which could be mined out by the opponent to create a new path into the main, like on Destination in Broodwar.
- Another thing that's kinda imbalanced is the great distance between Main and Natural: it's gonna be pretty hard for Zerg to connect the bases with creep. This fact and the destructable rocks make this Map a paradise for Voidrays.
- I also think the Natural is a bit too wide open - maybe reduce the space above/beneath the Geysir's a bit?
But besides that, I really like this Map! Good Job!
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On September 03 2010 19:09 kickinhead wrote: So far my favourite completely new Map I've seen (favourite Map overall would be fighting spirit) ^^'
I really like how far the bases are apart, so you can't abuse early rushes that easily, with the Map being only 2-player and all...
I have some Problems with the Map though:
- The biggest Issue I have with this Map is the destructable rock near the Natural. Those are so easily abusable by VoidRays, who can just charge up on them and then attack the Natural. There shouldn't be a Destructable rock near any expansion and certainly not near the Main or Natural. ---> I'd recommend putting Minerals there which could be mined out by the opponent to create a new path into the main, like on Destination in Broodwar.
- Another thing that's kinda imbalanced is the great distance between Main and Natural: it's gonna be pretty hard for Zerg to connect the bases with creep. This fact and the destructable rocks make this Map a paradise for Voidrays.
- I also think the Natural is a bit too wide open - maybe reduce the space above/beneath the Geysir's a bit?
But besides that, I really like this Map! Good Job!
Hey, i suspect your talking about River Point?
In any case, your point about the rocks next to the nat is indeed valid. I too would like a blocker there that does not necessarily allow for void ray charging.
As far as the distance from main to nat, i have thought about moving the main up a tile set, however, the close 3rd is a significant component in favor of zerg play.
Also, i like the mineral blocking idea, in order for an enemy to break it they would need to ull workers off their lines... interesting idea.
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With the day/night cycle, will that cause lagging issues? I cannot play on Devotion because of lag even on lowest settings because of its fancy lighting effects.
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devotion is from prodig, not konicki
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On September 07 2010 03:42 Superouman wrote: devotion is from prodig, not konicki
I know, but my comp is shit and lags when playing on that map as well and was wondering if the day/night cycle would cause the same problem.
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On September 07 2010 04:30 Antares777 wrote:Show nested quote +On September 07 2010 03:42 Superouman wrote: devotion is from prodig, not konicki I know, but my comp is shit and lags when playing on that map as well and was wondering if the day/night cycle would cause the same problem. There's no day/night cycle on devotion and the lighting effects are about as minimal as I can get them on a night setting. I'm still trying to determine the reason why the map performs so badly for people with slower machines but I'm not getting very far :/
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I am getting the feeling that trees are culpable.. im still at a loss for this however as well.
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On September 07 2010 05:59 konicki wrote: I am getting the feeling that trees are culpable.. im still at a loss for this however as well. I'd agree, but there are more trees and foliage in general on Valhalla and it doesn't perform this bad. I've tried eliminating all sorts of things and I still haven't been able to isolate it :<
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Zerg favored to the extreme.
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I just played on River Point vs my bro.
LAG.
:'( I need a better computer.
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On September 07 2010 08:05 RoieTRS wrote:Zerg favored to the extreme.
Your certainly welcome to say that, but if you are going to, id ask that you at least offer some explanation as to why you think so.
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On September 07 2010 09:02 Antares777 wrote: I just played on River Point vs my bro.
LAG.
:'( I need a better computer.
Well.. it seems this is happening with a lot of custom melee maps. It seems odd, but there are certain doodads that are simply not usable at this point and though it may be unusual, blizzard seems to have been drawing from a doodad pool similiar to the pre-launch pool. Many of the added doodads on launch do not appear in blizz maps.
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Alot of these maps look cool, but honestly there is too much crap in them. My computer averages like 12-15 less FPS on these maps than normal Blizz maps.
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On September 08 2010 14:48 DannyJ wrote: Alot of these maps look cool, but honestly there is too much crap in them. My computer averages like 12-15 less FPS on these maps than normal Blizz maps.
I agree, a middle ground needs to be found.
This week, I am going through eliminating un-needed doodads that might be culpable for increased pressure peoples computers causing the slowdown.
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Konicki the new day and night cycles on river point look amazing!!!
We really got to play on that map again sometime
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On September 08 2010 23:06 konicki wrote:Show nested quote +On September 08 2010 14:48 DannyJ wrote: Alot of these maps look cool, but honestly there is too much crap in them. My computer averages like 12-15 less FPS on these maps than normal Blizz maps. I agree, a middle ground needs to be found. This week, I am going through eliminating un-needed doodads that might be culpable for increased pressure peoples computers causing the slowdown.
Thanks.
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Map Added to "Current Projects"
[m] Sungsu Crossing
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I like the idea of having the naturals on a high ground ridge that is a straight path to each other on Sungsu Crossing. I also like where the XWTs are placed and how the island expansions are not very close to the mains so that Terran cannot fe there.
Nice job!
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Anyone know how to get these maps to play in SC2ALLin1?
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These maps are fantastic :D Can we please get some of them on the SEA region!
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