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Curfew
this is my current project. i have been hearing alot that people wanted more open maps with less forced pathways. like metalopolis. i wanted to give it a shot, and also work with the korhal tileset. which feels very different to work with than most other tilesets. but that is a welcome change  the map isn't finished yet, but it's been very time consuming so far so i decided it might not hurt to get some more feedback before spending even more time on it. bring it on :D
"Curfew" is currently available on EU and US
Overview:
![[image loading]](http://i.imgur.com/ZjG7C.jpg)
previous versions: + Show Spoiler +
Angeled: not updated yet + Show Spoiler +
Analyzer: + Show Spoiler +
Detail Shots: + Show Spoiler +
replays: if you have any, please send them to feliciousfelix (at) gmail.com or post them here. i'd love to see some people playing on it
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On April 13 2011 06:15 adso wrote: <3 Love the openness, maybe a little low on the losb count?
not every map needs losblockers, I don't even know why there hasn't been one map without watchtowers too, you know in BW we used to actually leave units around to get map vision...
looks solid, one thing I would do is make it more obvious that the brown lowgrounds are unpathable for the player, currently its a bit confusing thinking you could maybe siege the nat or something.
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Maybe make one of the bottom rights HY?
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looks a bit like johanaz mud rock map. any detail shots?
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I like it without HYs. The 3gas at the NW tip serves as a kind of HY expansion
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hmm, i was actually trying to make the upper left side more attractive as there is one less base than on the bottom right side. thats why i wanted to try out a 3 gas expo in the far corner. but coming to think about it, it's probably unlikely you will take the one right next to your opponents highground. it's definitely something i am considering to do, i just don't want to do something too fancy :D
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dezi
Germany1536 Posts
On April 13 2011 06:54 sob3k wrote:Show nested quote +On April 13 2011 06:15 adso wrote: <3 Love the openness, maybe a little low on the losb count? I don't even know why there hasn't been one map without watchtowers too, you know in BW we used to actually leave units around to get map vision... No that's just wrong: My Map The Crucible doesn't feature XWTs (and won MotM#1).
+ Show Spoiler +
@Curfew I like the visuals but the openess needs to be tested (with good players ^^).
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On April 13 2011 07:10 WniO wrote: looks a bit like johanaz mud rock map. any detail shots?
ask and you shall receive. OP updated
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awesome details and I like the custom doodads, too
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as i said before, i really like the layout and the simple design
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This has a really nice level of complexity, which is not too much but with subtle consequences. I love how the players can react to which direction the other expands and the map becomes a split map assymetrically, or they can go head to head viably on either end. Example: PvZ I will always go to the bottom right corner, prompting zerg to start going upper left. But it might be completely different in other matchups.
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Nice layout and aesthetics!
I think that the natural should not connect to the (potential) third via the path hanging off of the main. It just seems too narrow and a Terran player can just cliff their and use the choke to their advantage in a ZvT. You could remove that slice of terrain and widen the natural ramp to compensate for it (and/or widen the potential third's ramp as well).
I like the map's layout a lot because of its diagonal line of symmetry, which you do not see as often anymore, and how you have an option as what base you want to be your third. Nice job!
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I actually really like this map. The texturing really fits the concept. Good job! Like EatThePath said, Zerg can always expand away from their opponent, depending on where the opponent expands. I also like that there are 11 bases. This means that there can never be a lategame situation where, say, two terrans split the map in half exactly with tank lines, and bleed it dry.
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Great map. It looks like loads of fun. Super cool!
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This map is a prime example of 'simple yet complete'. Spot on sir. Top 5 material for next MotM, to keep ur hotstreak going!
I will try and play this lateron, get u some testdata.
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make sure to send replays :D
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Nice one. Looks good for macro games (especially with that easy natural), has a interesting rush distance, looks good, has well placed watchtowers (better than one fucking tower on the center of a blizzard map, permitting units to come rush you from the sides). I'll try it soon with some friends.
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