Samro225am's Map Thread - Page 2
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baskerville
541 Posts
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Samro225am
Germany982 Posts
+ Show Spoiler + ![]() ![]() please tell me what you think concerning balance (and everything else that comes to your mind conecerning the layout) | ||
dimfish
United States663 Posts
On January 21 2011 03:03 Samro225am wrote: new map layout + Show Spoiler + ![]() ![]() please tell me what you think concerning balance (and everything else that comes to your mind conecerning the layout) It's kind of criss-crossy so there are plenty of routes of varying width, and an elevation advantage in the middle, seems promising. When I see a 2-player map generally laid out like this with plenty of expos around the outside edge it makes me smile and dislike Jungle Basin a bit more. Jungle Basin is giving for 2 base and miserly for 3. Are you worried that tank and Colossus range and even mid-range units can bombard a lot of the main (with vision)? You might want to take that chasm outside the natural and have it wrap around the main more to keep units from getting flush with the main's cliff. | ||
dezi
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Germany1536 Posts
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Silv.user
59 Posts
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Samro225am
Germany982 Posts
actually I wanted to have one (more) expansion in the central area, but it just dos not fit anywhere. tanks do not reach the mineral line, bu shooting the main or even storming in with colossi should be an option when establishing control on the oopen plateau area where centre connects to main. i'm afraid i do not get that flushing thing. do you suggest to enlarge the unpathable thing next to the nat @dezi: i will have to check that nat ramp later (back home). do you think i cut down rush distance too much? playable size is 118x128, so I think I did a good job compressing everything. I cannot make it any more smaller without sacrifycing the more open areas and wide ramps. @Silv.user: thx! happy you like them. If you play one of my maps send me your replays and leave me a line here on what you like and dislike. I appeciate all feedback! | ||
dezi
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Germany1536 Posts
On January 21 2011 17:03 Samro225am wrote: @dezi: i will have to check that nat ramp later (back home). do you think i cut down rush distance too much? playable size is 118x128, so I think I did a good job compressing everything. I cannot make it any more smaller without sacrifycing the more open areas and wide ramps. No, distance seems fine to me. | ||
NullCurrent
Sweden245 Posts
A few inevitable questions: Any plans on having watchtowers on it? One concern I have is that the natural is siegable from the highground close to the third, is this the case? Also, aren't the fourth and fifth's minerals and gas a bit too close to the edge of the map? (or is that intentional?) | ||
Samro225am
Germany982 Posts
as far as i remember only the gas is siegeable. but I think it is okay. first you should not give away control of area infront f third - then you are contained anyway. second: the highground has a pair of ramps, but unsure about exact construction. any ideas on that highgroundarea highly appreciated! distance to borders is pretty much the same at all borders and minerals, but guess there could be a bit more space overall for harass. will need more testing here. also: you cannot siege from fourth into fifth and vice versa. | ||
dimfish
United States663 Posts
On January 21 2011 17:03 Samro225am wrote: @dimfish: actually I wanted to have one (more) expansion in the central area, but it just dos not fit anywhere. tanks do not reach the mineral line, bu shooting the main or even storming in with colossi should be an option when establishing control on the oopen plateau area where centre connects to main. i'm afraid i do not get that flushing thing. do you suggest to enlarge the unpathable thing next to the nat I am ok with your layout of expos around the outside edge, I think the size of the map and the arrangement of paths for criss-crossing and possibly maneuvering around enemy armies will work out. As for my suggestion for protecting the main from getting pounded by low ground attacks, this image shows the current main on the left and the extended chasm on the right. With a bigger chasm enemy units on the low ground can't move right up to the bottom of the main cliff (flush) along the entire perimeter, just some of it. ![]() | ||
Samro225am
Germany982 Posts
here is an image from the xelnagas. + Show Spoiler + ![]() | ||
dezi
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Germany1536 Posts
I also want to point out that the main looks really small (20CC). Is it possible to stretch it to at least 25 without losing the current layout style? | ||
Samro225am
Germany982 Posts
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NullCurrent
Sweden245 Posts
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Samro225am
Germany982 Posts
Apparatus map thread | ||
dimfish
United States663 Posts
On January 28 2011 20:07 Samro225am wrote: are there any replays or suggestions concerning (2) TENDENCY, as I like to do a redesign of it. I think this map is cool, what do want to redesign about it? The triple gas expo in center is flashy but exposed so its more of a fun touch than anything to worry about. I think the 3rd is well-placed. Also, I really like the two far blue expos where you can use the middle ramp but you probably want to break down the rocks on your own side to better protect a base there. Or you could concentrate at the middle and just watch the other guy's rocks to make sure he doesn't sneak in an attack that way. Your map looks fun, what's to redesign? Big problems in testing? | ||
Samro225am
Germany982 Posts
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Samro225am
Germany982 Posts
because I would be so happy to get a few comments n the layout, especially the centre and the XWT placement. | ||
NullCurrent
Sweden245 Posts
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