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On December 15 2010 19:47 dezi wrote:+ Show Spoiler +Wow, this is easily your best map so fair. Really like the look. Can you upload it to EU somehow? Thanks! I would be willing to let someone publish it on EU but I don't know anyone.
On December 15 2010 20:01 HollowLord wrote:+ Show Spoiler +I stared at this map for a looooong time before snapping my fingers and realizing what my problem with it is. Before my criticism though, it's a really good map and I really like that, I dig the ledge at the natural.
My problem with it though is that there doesn't appear at first sight to be any wide open areas for a large flanking. As a zerg player I like to get massive surrounds and a lot of the corridors in this map look like they might just be funnels into tank fire.
Edit: After looking at it a little more I think I might have been overreacting, but it does still seem fairly focused on chokes with not much maneuverability. I believe the spaces may be wider than you imagine. It's difficult to get a feel for the space with the images. Originally the center was wide open and I'd like more testing to determine if space is an issue.
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I really like how this map looks. How big is it? It looks a tad on the large side but I don't think it'd be a problem.
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On December 16 2010 06:36 neobowman wrote: I really like how this map looks. How big is it? It looks a tad on the large side but I don't think it'd be a problem. 132x132. Slightly larger than a standard Blizzard Map, but I feel like it's within reason.
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Okay, after seeing the map in action, I can defiantly say that the main's ramp could afford to be pushed back into the high-ground and away from the natural more. The main's high-ground just seems to bare down on the natural and make it smaller than it should be. I'm not sure if you would want to move the entire main or make up the area by extending the high-ground out in another direction, though. Other than that, I like the map thus far. Still need to play-test it in longer games, though.
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dezi
Germany1536 Posts
On December 16 2010 06:31 BoomStevo wrote:Thanks! I would be willing to let someone publish it on EU but I don't know anyone. Don't have any slots left and already have maps in the pipeline. Maybe a friend of mine (who maybo gonna upload my further maps) also can pusblish this one (if you can't find someone else).
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On December 16 2010 06:31 BoomStevo wrote: I believe the spaces may be wider than you imagine. It's difficult to get a feel for the space with the images. Originally the center was wide open and I'd like more testing to determine if space is an issue.
Yeah I think you might be right, after looking at it some more it seemed reasonable. It's a really cool map and I feel like I would definitely have to give it a shot it before just dismissing it.
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On December 16 2010 08:21 41d3n wrote:+ Show Spoiler +Okay, after seeing the map in action, I can defiantly say that the main's ramp could afford to be pushed back into the high-ground and away from the natural more. The main's high-ground just seems to bare down on the natural and make it smaller than it should be. I'm not sure if you would want to move the entire main or make up the area by extending the high-ground out in another direction, though. Other than that, I like the map thus far. Still need to play-test it in longer games, though. It is very tight. I can see how that could make maneuvering around the natural to defend the front and the back door more difficult. I'll see what I can do. If you could send me the replays, it would make my day.
On December 16 2010 08:57 Barrin wrote:+ Show Spoiler +I have looked at this map for a long time multiple times, and I have now decided that it's fucking sweet. My only real problem is basically what HollowLord said. There is an extraordinarily small amount of yellow and red on that analyzer openness image. This is actually due to a large degree because of the bitty dot problem, so it's not as bad as it sounds. Usually what that means is there are lots of attack paths, which there is in this map. I would personally open up a few paths a little more and make the hole in the center of the map smaller. Sweet map dood  I believe that the yellow spots on the analyzer are actually quite wide. I may open up the center.
On December 16 2010 09:33 dezi wrote:+ Show Spoiler +Don't have any slots left and already have maps in the pipeline. Maybe a friend of mine (who maybo gonna upload my further maps) also can pusblish this one (if you can't find someone else). Send me an e-mail at boomstevo (at) gmail (dot) com if your friend wants to publish it, or if anyone reading this wants to publish on EU
I don't think that would be fair. 
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This map > jungle basin. I feel like i can take my third much much more easier
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On December 16 2010 17:55 KezseN wrote: This map > jungle basin. I feel like i can take my third much much more easier The third is definitely easier than Jungle Basin.
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Woah this map looks great. I'll check it out tonight, has anyone sent in replays yet?
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Just sent you 5 replays. Check it out, the mineral positions can use some work. Sometimes the workers wrap around and it's kind of annoying. No big macro games were played and the one that could be a macro game dc'd halfway D:. I do like the map though. The cliffs near the natural is interesting and I found that an overlord patrolling there is needed.
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On December 17 2010 09:05 G_Wen wrote: Just sent you 5 replays. Check it out, the mineral positions can use some work. Sometimes the workers wrap around and it's kind of annoying. No big macro games were played and the one that could be a macro game dc'd halfway D:. I do like the map though. The cliffs near the natural is interesting and I found that an overlord patrolling there is needed. I cannot tell you how much I appreciate this. I just watched them. Too bad you didn't get any longer games, but I saw a few things that will help me and I'll look at changing the mineral lines.
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On December 18 2010 03:30 BoomStevo wrote:Show nested quote +On December 17 2010 09:05 G_Wen wrote: Just sent you 5 replays. Check it out, the mineral positions can use some work. Sometimes the workers wrap around and it's kind of annoying. No big macro games were played and the one that could be a macro game dc'd halfway D:. I do like the map though. The cliffs near the natural is interesting and I found that an overlord patrolling there is needed. I cannot tell you how much I appreciate this. I just watched them. Too bad you didn't get any longer games, but I saw a few things that will help me and I'll look at changing the mineral lines. Yeah np, I really liked the map.
Well the last one could have went somewhere but d/c D:. I'm going to try some reactor hellion expands against Zergs next chance since the cliff above the natural has some abuse potential. Basically you have to put a queen there asap and have an overlord patrolling for potential cannon rushes ect.
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On December 18 2010 05:06 G_Wen wrote:Show nested quote +On December 18 2010 03:30 BoomStevo wrote:On December 17 2010 09:05 G_Wen wrote: Just sent you 5 replays. Check it out, the mineral positions can use some work. Sometimes the workers wrap around and it's kind of annoying. No big macro games were played and the one that could be a macro game dc'd halfway D:. I do like the map though. The cliffs near the natural is interesting and I found that an overlord patrolling there is needed. I cannot tell you how much I appreciate this. I just watched them. Too bad you didn't get any longer games, but I saw a few things that will help me and I'll look at changing the mineral lines. Yeah np, I really liked the map. Well the last one could have went somewhere but d/c D:. I'm going to try some reactor hellion expands against Zergs next chance since the cliff above the natural has some abuse potential. Basically you have to put a queen there asap and have an overlord patrolling for potential cannon rushes ect. sorry about that. i really was going for a macro game on that last try next time ill just do whatever build you want tested. i can be on all today if someone wants.
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Updated the OP with Version 1.1
Changes: - Opened the center up. - Increased the size of the natural which decreased the size of the main. - Reconfigured the minerals in the main.
Tell me what you think. Improvement?
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Oh awesome stuff Stevo, it looks even better now.
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the new natural looks a lot better but i really think you shoulda kept that middle area the way it was, looks too open and decreases the importance of the xel naga towers.
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