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I am quite confident with the positoning of the watchtowers (having one in centre does not give any additional info). also the double-choke between gold and natural(backdoor) works in my opinion.
some things I would like to have more feedback about: * LoSBs * dropable highround between gold and fourth expansion * are there any more suggestions for changes in the layout? * should the goldarea be smaller? * highround for gold area instead of lowground? * highround for fourth expansion to favour it over gold and have longer games? * should I set the third expansion a bit back (towards norh/south) to make it saver?
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updated first post with first steps in adding textures.
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updated first post with images of version 1.1 which I consider the final version if there are no real bugs.
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Bases in the top left/bottom right look really easy to defend. Maybe force the defender to destroy some DRs to get access to that base?
Textured version looks great imo!
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On October 01 2010 11:48 Antares777 wrote:Bases in the top left/bottom right look really easy to defend. Maybe force the defender to destroy some DRs to get access to that base? Textured version looks great imo! 
thx for thumbs, I'm quite happy with texturing, too.
@semi-island topleft and bottomright expo is lowground and fourth/semi-island. it is easy to defend as there is only one ramp, but if you try to get there early your forces are split. I think the relative save character is okay for a semi-island. You can take it instead of third for a defensive stand but then you might be a bit slow to react towards centre/gold. I thought it is just not attractive enoug to put destructble rocks between minerals. also I did not want to have any DRs but at the nat's backdoor.
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I like the design of the map, though I got some weird FPS drops when scrolling over the middle area starting with naturals. Rarely have FPS drops with smaller maps. Anyways, sent you a replay too, check PM.
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On October 04 2010 06:42 Ongweldt wrote: I like the design of the map, though I got some weird FPS drops when scrolling over the middle area starting with naturals. Rarely have FPS drops with smaller maps. Anyways, sent you a replay too, check PM.
thanks for the replay. probably a miss-cklick? as there is nothing wrong with the passing.
regarding the fps: I think the four animated beams are a bit to much. I'll get rid of at least two when publishing another version.
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coming changes: - no tower doodads in centre, more fps - ramp moved towards choke into natural to prevail units from running in dead end
do you have any more suggestions? please help me to make this map better!
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I'm not sure but the xel naga tower shouldn't have so much space. You can have a siege tank on the far side of the high ground and a marine to hold the tower and the tank will almost shoot anything in the middle. You can have 3 production buildings up there it's a bit much.
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chuky500: good point.
moved Xel'Naga 2 units towards centre, made platform smaller, ramp stays the same. + Show Spoiler +
another thing I'd like to know your opinion on: + Show Spoiler + platform added next to semi-island for drop harass.
edit: 1.2 online (EU) - slightly repositioned ramp at main - fixed fps drop problem - smaller cliff at xel'nagas
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1.3 online (EU) - fixed performance issues
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Wow, this map really evolved nicely, great work!
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Playing this map, I would most likely skip the natural and go straight to the third, cause then I can expand right to the gold afterward.
But I really like the layout of the map.
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On October 07 2010 01:23 dimfish wrote: Wow, this map really evolved nicely, great work! thx! and your mapanalyzer really helped deciding between alternatives!
On October 07 2010 03:13 TedJustice wrote: Playing this map, I would most likely skip the natural and go straight to the third, cause then I can expand right to the gold afterward.
But I really like the layout of the map. I think the aspect you describe is one of the strong point of this layout. you can decide to go third and gold, nat and third nat and gold(behind rocks) or nat and semi-island as first and second expansion. there arequite some options and decisions possible here.
is somebody interested to have this map on a us server?
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