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Miner's Haven OLD+ Show Spoiler + Miner's HavenTop Down View + Show Spoiler +Game View + Show Spoiler +Miner's Haven This is my first uploaded map. I made a few melee maps before, but they just didn't make the cut. This is in an Crystal "Land" and everyone wants this land for themselves. There are two different outposts that already establish a mining operation, but they want the whole land, so you have to fight for it. Features-Three Entrances to the Natural Huge Open Ground Destructible Debris near gold that leads to a easy retreat or attack route Land Behind the Main, but Unpathable Spces-Map Size (playable): 140 x 132 Expos: 10 (8 blues, 2 golds) XWT: 4 Tileset: Meinhoff + Show Spoiler +Black - Main Red - Natural Orange - Third Blue - Forth Gold - Gold Yellow - Destructible Debris Dark BLue - XWT Purple LoS Blockers Close Ups + Show Spoiler +Analyzers + Show Spoiler +None Yet. Sorry can't find program, send it to me. Thanks Change Log + Show Spoiler +Published on the NA Server by TheREALRaRas as Miner's Haven Please Give comments and feedback. Thanks
UPDATED!
Overview: + Show Spoiler +
Game View: + Show Spoiler +
Spces- Map Size (playable): 140 x 132 Expos: 14 (10 full blues, 2 Half Expos w/ Rich Gas, 2 golds) XWT: 4 Tileset: Meinhoff XWT are Modeled as Sentrys.
Change Log: + Show Spoiler +Huge Layout Change Soon to be full texture work Eye Candy pictures Are coming soon Anazler Soon More Pictures Soon
Poll: + Show Spoiler +Poll: Do you like the layout?Yes. (6) 60% No. (2) 20% Want More Bases. (1) 10% Want Less Bases. (1) 10% 10 total votes Your vote: Do you like the layout? (Vote): Yes. (Vote): No. (Vote): Want More Bases. (Vote): Want Less Bases.
NOTE: This is just a layout change for now, still to come is textures, Eye Candy, and minor layout Changes. This is NOT Final.
Please Give More Feedback. Thank You.
Uploaded on NA as sLeeT_Miner's Haven By TheREALRaRas
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Please tell me if the images are not full, oh also how to fix that ^_^
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United States9956 Posts
an interesting map... im questioning the design for the top left and bottom left loactions. you have random rocks blocking a path that doesn't even really matter, a useless xelnaga, and a random highground, imo.
also, tanks imba at the center xD you know SOMEONE had to say that. might as well me. maybe make two pods? one connected to each the 3 and 9?
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@FlaShFTW so split the middle to two areas, and make the 3rd a high ground base
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Minerals!
Uh... if you're not Zerg and you move out of your base, your dead.
Tanks are not imba at the center, even though it's a ramp it's just way too open.
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POSSIBLE CHANGES- Flat Ground middle More Chockpoints at gold Middle XWT HighGround Third Fixed Gold
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A lot of maps are too choked. This map is the opposite of that. It's not often that I get to say this, but Zerg are way OP on this map. You need to break up the center. Adding another XWT won't really help.
Also, get rid of the extra airspace at the top of the map. It makes air harass on the north player easier.
Great first map though! It looks a lot like the first one I made. Very square and not very balanced.
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My eyes went O_O when I saw the middle...
Definitely need to work on the center area.
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Another possible change gold to a blue two middle bases gold
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Really easy for zerg to surround. No chokes at gold. Very empty feel. Very little stuff stretched into a lot of space. There's nothing in the middle. Needs.... something.
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The natural is siegeable. You should move the Gas a bit. And the center :D
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Interesting idea, but still a lot of things to improve on. Many of the features i find are unnessesary.
The double pain for ramps to the center piece are just too much and should just be one large ramp on either end. As others have said the rocks infront of the nat to the thirds is really also not needed and the 3 ramps into the nat are too messy again. Redo it, possibly to one ramp with maybe a small close ramp to the third not infront of the main.
The third base option next to the nat is to small as far as area proportion as same does with the corner bases. Im a little iffy on the ramps next to the center piece blue minerals bases leading the the corners bases - i think they should be horizontal and shifted tight to the center bases (this also provide better additional routes from main to main instead of going through the center.
Gold are in a nice spot and maybe evening having the bases on the highground center piece could be gold so players could really be forced to play king of the mountain (just an option). The things that sticks out most to me is the the mineral location of the golds - they are far to close the the main movement path and give away too many free worker kills. It needs at leaft to be swapped so both gas are closed to the main path and then also putting a small height D island between the gold and tight to the ramp.
If any of this is unclear please let me know and id do a quick bmp image to get the idea across.
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How many doodads are there so far?
Have you tested for framerate issues?
prodiG used to have big problems with those, and crystals have a fairly large number of faces (as opposed to signs/columns).
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your Country52797 Posts
You make 14 bases seem very reasonable on a 2 player map. And yeah, it's WAY better than the old one .
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hobbidude, if you could make a picture of the layout and changes, that would be great.
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The high ground still seems a little bit choked which means force fields and tanks would be very powerful. Seem like the mid would be a nightmare for zerg. If you gave me a lower resolution picture I could show you some changes. Great improvement though and it looks like a good map.
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As requested.
Just to start, bit hard to tell if any other issues with the rough pencil drawings. Hope it helps
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