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[M] (4) Xel'Naga Worldship v0.01

Forum Index > SC2 Maps & Custom Games
Post a Reply
Sqalevon
Profile Joined August 2010
Netherlands523 Posts
Last Edited: 2010-08-29 13:26:49
August 29 2010 13:25 GMT
#1
The map name is a placeholder.
It is still work in progress.
This is my second attempt at a map, taking some of the criticism from my Pony Up map wich is still being worked on.
Mapsize is 192x160
I still need to do all the textures.
Any Feedback is wanted.

[image loading]

Thanks alot.
Parabola
Profile Joined May 2010
Korea (South)111 Posts
August 29 2010 15:22 GMT
#2
why are the nats so open
The first sign of maturity is the discovery that the volume knob also turns to the left.
Slakter
Profile Joined January 2010
Sweden1947 Posts
August 29 2010 15:32 GMT
#3
Why is everything so open*
Protoss, can't live with em', can't kill em'.
Retgery
Profile Joined August 2010
Canada1229 Posts
August 29 2010 16:21 GMT
#4
Natural is way to exposed
Fall down 7 times, stand up 8.
Nicholas Cage
Profile Joined May 2010
United States7 Posts
August 29 2010 17:40 GMT
#5
Maybe everything doesn't need to be confined and choked off? A good player will always be able to adapt to changing battlefield conditions.
My hair is a bird. Your argument is invalid.
Archaic
Profile Blog Joined March 2008
United States4024 Posts
Last Edited: 2010-08-29 17:45:28
August 29 2010 17:44 GMT
#6
On August 30 2010 02:40 Nicholas Cage wrote:
Maybe everything doesn't need to be confined and choked off? A good player will always be able to adapt to changing battlefield conditions.

Rush Hour 1 + 2 + 3 haha. Oh that was a scary map for Zerg.
Acritter
Profile Joined August 2010
Syria7637 Posts
August 29 2010 18:20 GMT
#7
...huh. Is it possible to wall off your main base ramp in a reasonable amount of time? It seems like Protoss in particular is very vulnerable to a 10 or 12pool on this map. I'm also not sure if there's enough space in the mains to build what must be built. This looks really overpowered in favor of Zerg one-base play, and underpowered for Terran period. I really can't think of how Terran can hold out early beyond making a stupid amount of bunkers and how they can find room for depots and unit-producing structures later on. Protoss can theoretically build all the tech buildings and Warp Gates in various nooks and crannies without it mattering so much, but for Terran...? Really not sure.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
3 Lions
Profile Blog Joined October 2007
United States3705 Posts
August 29 2010 18:46 GMT
#8
Seems like bloodbath with nats to me
Sqalevon
Profile Joined August 2010
Netherlands523 Posts
August 29 2010 19:32 GMT
#9
So I should probably make the Natural a bit less exposed.
Guess I'll do that then.
ALso, it's funny that everyone is now saying it's too open, when on Pony up, I heard there where too many chokepoints, and imho they dont differ too much.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-08-29 19:59:16
August 29 2010 19:54 GMT
#10
Here are a couple problems that I can see (kinda big list sorry)-
1. Naturals are too open (already acknowledged)
2. HY expos are unbalanced in 1v1 spawns (ex. spawn 1 +4)
3. Early rush paths are too choked (high ground 3rd)
4. Xel Nagas see every flank route (essentially nullifying surrounds)
5. flank routes are too hard to use (destro. rocks, too long distances)
6. center choke is too small
7. Open center will only be used in cross positions because other routes are too easy
8. When the center is used (only cross positions) the gold expo makes defending far too easy
9. Cross Position rush distances look too long (maybe not?)
10. In closest spawn positions, the 3rd is too close to the natural and won't be used
11. Main's backdoor is useless except in horizontal positions (too far away in other spawns)
12. Back door expansion has no room behind minerals to put static defense
13. Main's ramp to natural is too wide
14. Reapers/colossi are almost useless
15. No where for surrounds to happen (too small side paths+center choke)

To conclude, I would make the following changes-
1. Open up early paths
2. Remove some destro. rocks
3. Change HY expos
4. Close in natural
5. Give room behind the 3rd
5. Maybe make it a bit smaller
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
September 06 2010 19:48 GMT
#11
Too many XWTs. All four means you can see the entire middle (except for a tiny bit but you can see any units that come and go from the middle.
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