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I fixed some Bugs and added some Doodads. The pictures in the OP are now updated.
Maybe it would be useful to add some Xel Naga Tower, but i am not sure where to put them. Feel free to leave some feedback.
Apoo
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Very, very interesting third-fourth lay out.
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Your texturework looks good and it works great, though I kind of feel there is a lack of doodads on the map itself. The 3rd and 4rd are VERY hard to take, much less secure, so this kind of map will highly favour two-base play, which in turn makes it a very hard map for zerg. Adding an easier third would do wonders for this map.
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I must insist that if a highground is not dropable it must be clearly reflected by doodads. Simply making a highground and then making it no-walk zone is not good enough.
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instead of the reaper path to above the left base and below the right, i think you should put gold bases there, with destructible rocks, the vertical stretch just looks a little empty, compared to the horizontal stretches, which is covered with bases.
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United States10022 Posts
making an easier third would greatly strengthen this map.
Otherwise, it's a decent map, though I feel that the corner bases are too isolated.
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I like the layout, it is circle syndrome free and quite dynamic. Putting the rocks on that 2x ramp in the way you do now allows the attackers an easier and less committed path to the third, which is quite interesting. I know others have already said this, but I would like to reiterate that the textures are very good!
The third base is extremely open and therefore would force 2 base play on Terran and Protoss. I recommend making it smaller and more like a path, but large enough for the expansion of course.
I like the stress on map control that this map offers. If you get on three bases, the optimal location for your army would be right in the middle so that you can defend both the natural and the third. This, in turn, adds to the third's vulnerability. If you look at Korhal Compound by Monitor, you can see that the main nat and third are kind of in a similar location. On that map, the third is much smaller, and there is a connecting bridge above it, which acts as a spot to put to army because it can move between the third and natural entrance easily. Here though, the only way to do that is to have your army in the middle of the map because there is no connecting piece. This isn't necessarily a bad thing, but it could be.
I am also going to reiterate that using doodads to mark unpathable areas are a good idea.
This is definitely one of the cooler maps that I've seen made by someone not on ESV or TPW. Nice job, I hope you look into improving Sludge Pit!
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The map is now version 0.4! Thanks for all the feedback, i tried to implement your suggestions the best i could:
+ Fixed some more bugs + Added a lot of Doodads + Unpathable Highground is now clearly reflected by Doodads + The 3rd base is now near the ramp and easier to take/hold
- 3rd still hard to defend against Zerg - Way from 3rd to 4th now longer
+ Show Spoiler [Aesthetics] +
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Hey, I like the general outlay of the map but with two large caveats:
1- 55 seconds is quite a long long long distance away... 2- The expansions, starting with the third, are really really in the open and hard to defend. I don't see people ever expanding past two base (toss/terran), and while the map is open, Zerg will still cry little Zerg tears.
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