dezi's map thread - Page 5
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dezi
Germany1536 Posts
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dezi
Germany1536 Posts
Those both versions are nearly identical. There are only slight differences (Layout of the corner 3rds). That's the only version with a high ground mid that might gonna work due to being able to free up additional paths. This one has a way bigger mid and replaced 3rds/4ths. This layout allows to easier take a 3rd no matter where your enemy starts. | ||
Madsquare
Germany157 Posts
But I would remove that watchtower. | ||
Silv.user
59 Posts
Alltho mb somewhere it looks alittle broad. Flushing Meadows reminds me of a rollorcastor1 map :D | ||
dezi
Germany1536 Posts
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dezi
Germany1536 Posts
-turned the HY 180° and let them hug the map borders (can't be shelled by tanks / ...) from the mid anymore -slightly reworked the half-island expo close to your main (should now be the expo you want to take as 3rd) -added a new expo between the half-island and the HY (also got rid of some unused space with this change) + Show Spoiler [Detail and Analyzer pictures] + | ||
dezi
Germany1536 Posts
120x110 - Analyzer distances: 146/127. Recycled my own idea Island in the sun (won't finish this one cause it didn't like the backdoor on it). | ||
Samro225am
Germany982 Posts
the highground at nat entrance could be shorter, then yopu have more space in front to contain and punish turtling. imagin a terran turtling up there with siegetanks, then you cannot pass by in front of ramp without getting killed instantly. | ||
dezi
Germany1536 Posts
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dezi
Germany1536 Posts
On January 22 2011 22:56 Samro225am wrote: inner part of central area could be bigger. pathing will be painfull with bigger groups of units when entring via the LoSBs and turning left or right towards ramp. make it a bit wider here. the highground at nat entrance could be shorter, then yopu have more space in front to contain and punish turtling. imagin a terran turtling up there with siegetanks, then you cannot pass by in front of ramp without getting killed instantly. Tell me what you think ^^ + Show Spoiler + | ||
Samro225am
Germany982 Posts
what are you up for with the extra opening between watchtowers and ramps? | ||
dezi
Germany1536 Posts
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Antares777
United States1971 Posts
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dustspeck
United States5 Posts
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EatThePath
United States3943 Posts
Also the new ones are looking spiffy. For Melee Island, that hole outside the third creates a little too much narrowness for my taste. What if you flattened it and put a few trees there in a clump? Slightly less obtrusive path divider. | ||
dezi
Germany1536 Posts
Anyway, i most likely gonna finish OMF first: + Show Spoiler + Also got 2 additional concepts i don't want to share right now :p | ||
Antares777
United States1971 Posts
On February 10 2011 04:19 dezi wrote: Also got 2 additional concepts i don't want to share right now :p | ||
sCnDiamond
Germany340 Posts
Thanks for sharing your great maps - i play them all the time. Just one request though: Apply at blizzard. They really need guys like you to supply us with great maps. If you get in, talk some sense into them, okay? I would love to see "One must fall" added to the map pool and to replace garbage like slag pits and/or gulch. Keep up the good work! | ||
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