It would be cool if the droppable cliff in the topleft/botright corners had a small ramp to get up it.
BoomStevo's Map Thread - Page 5
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iGrok
United States5142 Posts
It would be cool if the droppable cliff in the topleft/botright corners had a small ramp to get up it. | ||
dezi
Germany1536 Posts
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iGrok
United States5142 Posts
On December 08 2010 18:07 dezi wrote: Looks so huge and i'm not quite sure whether i like this one. Never liked Desert Oasis and this is somewhat similar. To me it looks pretty small :/ | ||
dezi
Germany1536 Posts
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BoomStevo
United States332 Posts
On December 08 2010 18:07 dezi wrote: Looks so huge and i'm not quite sure whether i like this one. Never liked Desert Oasis and this is somewhat similar. It's actually quite small measuring 140x92. I thought the biggest problems with Desert Oasis were the distance from main to natural and the openness of the natural. Otherwise, I thought it was a good map. | ||
iGrok
United States5142 Posts
On December 08 2010 18:40 BoomStevo wrote: It's actually quite small measuring 140x92. I thought the biggest problems with Desert Oasis were the distance from main to natural and the openness of the natural. Otherwise, I thought it was a good map. The problems with Desert Oasis is that it is incredibly difficult to take a third base. The expansion layout is just not very well designed. This map does have a pretty good layout. Its just a bit too cramped for me | ||
Samro225am
Germany982 Posts
this is a problem when mains are in centre of a circle of expansions. probably make main a bit smaller (deep lava pit) next to large ramp to disable turtling. flow of expansions looks a bit odd.. | ||
BoomStevo
United States332 Posts
On December 08 2010 19:15 Samro225am wrote: defensive siegetanks on all highgrounds (near ramps and in main) and it looks like one can operate quite comfortbaly from 4 bases? this is a problem when mains are in centre of a circle of expansions. probably make main a bit smaller (deep lava pit) next to large ramp to disable turtling. flow of expansions looks a bit odd.. I think saying, "You could put tanks everywhere and you are well defended," is not a statement exclusive to this map. But if you think that placing siege tanks over half the map makes your 4 bases comfortable than I believe you'll be spread quite thin. Any base you take as a third cannot be easily defended with tanks in the main or without having a large line of them. The natural entrance is a little closed off because it becomes the back door entrance later in the game, in my opinion. If you're reading the expansion pattern incorrectly, that my explain your concerns. I believe breaking down the rocks to your natural back door and taking that base as your third is the safe option. Taking the gold expansion is not a very safe third but it is an option. | ||
baskerville
541 Posts
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BoomStevo
United States332 Posts
+ Show Spoiler [Leviathan] + | ||
dezi
Germany1536 Posts
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funcmode
Australia720 Posts
You have so many unfinished maps - personally I can't make myself start a new map while I have another to finish. Is there a reason you don't finish half(~) of your maps? | ||
dezi
Germany1536 Posts
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BoomStevo
United States332 Posts
On December 13 2010 03:07 funcmode wrote: Leviathan looks promising. That path around the outside to the highground next to the naturals is quite interesting, not sure how it would really play out though I would imagine it's uses would be very similar to the outside path on XNC. You have so many unfinished maps - personally I can't make myself start a new map while I have another to finish. Is there a reason you don't finish half(~) of your maps? For me the initial layouts take a lot less time than the aesthetics. I usually will get done with a layout that I reasonably like and then throw it up in this thread. I then pretty much don't look at the thing again for at least a day. I get some comments and when I open it again, I might have a new perspective. And sometimes, I just don't like it anymore and I don't come back to it. I have even started tons of maps that haven't made it as far as being posted in this thread. I tend to work on many different things at the same time. | ||
EatThePath
United States3943 Posts
On December 13 2010 10:23 BoomStevo wrote: For me the initial layouts take a lot less time than the aesthetics. I usually will get done with a layout that I reasonably like and then throw it up in this thread. I then pretty much don't look at the thing again for at least a day. I get some comments and when I open it again, I might have a new perspective. And sometimes, I just don't like it anymore and I don't come back to it. I have even started tons of maps that haven't made it as far as being posted in this thread. I tend to work on many different things at the same time. I'm a lot like that, except I play more than I map, and I have yet to finalize something enough to post it! I may finally do this over the holiday. Anyway, I really like Leviathan. One of the best things is that your first 2 or 3 bases are pretty defensible, but the better player will be scouting the enemy position a lot. You can respond quickly enough to an alternate route if you want to just camp, but you can get better position by staying on top of things. It gives me a vibe that's a mix of BW with SC2 ladder. ;D | ||
BoomStevo
United States332 Posts
On December 13 2010 10:44 EatThePath wrote: I'm a lot like that, except I play more than I map, and I have yet to finalize something enough to post it! I may finally do this over the holiday. Anyway, I really like Leviathan. One of the best things is that your first 2 or 3 bases are pretty defensible, but the better player will be scouting the enemy position a lot. You can respond quickly enough to an alternate route if you want to just camp, but you can get better position by staying on top of things. It gives me a vibe that's a mix of BW with SC2 ladder. ;D I did include a few BW-esque things and I'm trying to do a little bit more experimentation. I'm glad it turned out to your liking. I hope to see a map from you soon. | ||
BoomStevo
United States332 Posts
+ Show Spoiler [Continuum] + | ||
lurkerbelow
United States13 Posts
(2) Erebus - could be darker/ more shadowy but good first impression (2) Phalanx - could be changed either to Aiur urban set (to assume toss fight in phalanxs)/ or rename to Centurion or Desert War or something refering to tileset choice (2) Perdition - is good map (2) Rendezvous - is good map (2) Urban Jungle - is my favorite, posted in other theads that i like jungle/urban utopias (think it makes a nice battleground like a modern Athens or Sparta or Amazonia, so if you play like diablo think about the 5 acts and the towns (rogue cathedral/desert pyramid ruins/ancient jungle temple/hellish citadel/mountain stronghold) and pretend that if both players quit playing they could just order their scvs to build houses and live in your maps until they die of old age...or the map kills you like perdition... (2) Crimson Crater - is good, middle could have more crater/more details (add meteorites/asteroids) (2) Moonlit Monastery - is good name just don't see "the monastery" more like caverns or caves (so make a bigger manmade cliff middle or substructure) (4) Orbital Decay - is good maybe too square (2) Continuum - too plain right now, needs more asthetics (2) Leviathan - could use water/dark water or lava redesign because leviathan is giant serpent/fish (2) Judicator - could be remade as aiur/belshir/protoss urban tile since Judicator is protoss civilian/senator who would command the city with his private toss army or you could rename it to annihilator or incinerator or something to do with fire? unless this is aiur after the zerg have destroyed it...??? (2) Harvest - good idea but too clustered (Blood Harvest, Death Harvest. Soul Harvest?) (2) Dauntless - looks like good start, too plain too wide (but wide is good if playres are dauntless, so more well designed bases with wide middle) (4) Utopia - this could be phalanx/judicator while a more jungle/water/paradise colors applied to such a name (add more trees/more forest doodads remove some of the manmade cliffs) (2) Dissension - too plain like dauntless (2) Dune Sea - too complex, skinny in the middle (not enough "dune sea" area) (2) Mount Ida - is very good map and i think it is almost done (maybe too wide in some areas) | ||
iGrok
United States5142 Posts
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EatThePath
United States3943 Posts
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