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On September 15 2010 06:44 BoomStevo wrote: Did you switch it to the Bel'shir tile set? That seems to be the opposite of adding variety to the iCCup map pool. I believe the jungle tileset is Aiur, not Bel'Shir. Bel'Shir is significantly brighter than Aiur
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On September 15 2010 07:10 prodiG wrote: I believe the jungle tileset is Aiur, not Bel'Shir. Bel'Shir is significantly brighter than Aiur Whichever tileset it is, I like the original better.
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My vote goes to the jungle tileset, even if it is bel'shir
I realy like the cliffwalker patio you've aded, and I think the new natural choke will "work" beter. But I did like the old choke because it was something different.
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dezi
Germany1536 Posts
Please keep the dark setting. I don't think the jungle setting really fits here.
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dezi
Germany1536 Posts
Just noticed (now that this map is on EU) that it seems you have placed sight blockers on one side of the XWT Oo
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Yea thanks for mentioning that, the map has been uploaded to EU servers by TeToNN.
The invisible sigh blockers on the center facing side of the towers are that units in the middle cant kill a unit on the tower without overhead vision.
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On September 16 2010 22:34 dezi wrote: Just noticed (now that this map is on EU) that it seems you have placed sight blockers on one side of the XWT Oo
Yes this is now one of 5 maps available on the EU server.
The others are:
iCCup Sanshorn Mist iCCup Violet Heights iCCup Orbital Divide iCCup River Point
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This seems really interesting to me. It is at the same time tied with Blistering Sands from ladder pool for having least mineral fields in it, and least total minerals, yet at the same time it does look fairly macro-friendly. Natural isn't super-hard or super-easy to hold, but the third seems pretty safe. Gold is either close to the opponent's base or far away from your other expansions, I.E: Exactly where it needs to be.
The middle-bridge seems wide enough to fit some real combat on, and there are flanking options to it. The Xel'Naga Tower positions are a bit odd, though. Could we get a clearer image just how much ground they cover? Seems like they keep a lot of mid under control, really denying any surprises. It might not be that bad, though, since this map doesn't seem to be huge, so every bit of extra time to react is good.
Overall, I really like this. I also like the non-jungle textures better.
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Amadi,
Here is an image of the Xel'naga coverage. Thanks for the comments! + Show Spoiler +
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IMO the only problem is the xelnaga on each players side makes the gold actually not thaaat hard to hold. Then again it just makes it kinda like LT
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The base positioning is genius. XWT position is also genius because units cannot mass there, like they can on LT. Metalopolis would be another great example of well placed watchtowers.
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