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Really interested by how people will take their third.
Also generally: Not sure why sc2 map makers fetishize the empty space behind bases. I think that's something that has degraded the quality of sc2 maps. Maps like BW Matchpoint of Chepoung ryong or heart break ridge all allowed muta/drop harass but there was more risk to it. The empty space lets a drop ship just... idle there or mutas face minimal risk darting in and out.
About "rotational imbalance" I don't think it's too big a deal but maybe editing the available drop space might be a way to softly neuter that problem?
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I was wondering one more thing:
Have map makers ever experimented with having gates?
Im thinking along the lines of at your natural, you can have a space that is 3 3x3 buildings wide plus 1 space where you cant put buildings. That space operates similar to a lowered depot (but in true xel-naga fashion, is indestructible).
There can be a trigger somewhere inside the natrual where you can place a unit on the space to make that gate lift up (if no unit is on it, the gate stays down)
I think that would be an interesting way of making it so you can have a full wall-off of buildings with more health, but still be able to get out with destroying one of your own buildings. Obviuosly it requries more micro to operate the wall though.
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On February 11 2012 01:43 Sabu113 wrote: Really interested by how people will take their third.
Also generally: Not sure why sc2 map makers fetishize the empty space behind bases. I think that's something that has degraded the quality of sc2 maps. Maps like BW Matchpoint of Chepoung ryong or heart break ridge all allowed muta/drop harass but there was more risk to it. The empty space lets a drop ship just... idle there or mutas face minimal risk darting in and out.
About "rotational imbalance" I don't think it's too big a deal but maybe editing the available drop space might be a way to softly neuter that problem? There's not enough airspace behind any of the bases to prevent ground units from reaching them (aside from hanging out between the nat and 4th)
On February 11 2012 01:13 Roxy wrote:Show nested quote +On February 11 2012 01:10 VoirDire wrote:On February 11 2012 00:45 Roxy wrote: I dont like it.
Seems hard to simultaneously defend a third and your nat. I think zerg woul dbe strong on this map because of that.
Also, terran would really benefit from drop play in the high ground above the third.
I think if the minerals at the third were tucked on the main base side instead of away from the main base, that would make it better. I would then suggest adding a second ramp to where the 4th is (in the location that the minerals at the third currently are) I think the third might be too easy to hold, as you can hold both the third and the nat from a small area, especially with help from building wall-offs. My primary concern would be mutalisks. If they go mutas, you are not taking a third base on the map the way it is. pain and simple. I disagree that it is too much of an advantage. All of the spaces that you would need to be defending (speaking from a protoss point of view) are about 8 forcefields wide. It is pretty wide open, so it is not like you could expand too agressively or else you would just get over-run ...? all of the ramps or choke points are 4 perfectly placed force fields or 5 slightly misplaced force fields
On February 10 2012 22:56 Irratonalys wrote: excuse me if this is not a direct commet about the map (which looks awesome)
how did you create these smooth white lines around the grass textures? Decal doodad (used over 1000 times)
On February 10 2012 22:53 Stips wrote:The aesthetics is really nice! Can Protoss cannons hit mining drones? Or marines in a bunker (+1 range)? Siege tanks? (I'm quite sure they can?) + Show Spoiler + Yes, all of this is intentional
Have map makers ever experimented with having gates? This is redundant with current setups. Terran can just make their supply depot, Protoss (and even Zerg) can choose to set up a wall as usual and put a Zealot or a Roach or something in the last remaining hole effectively functioning as a gate anyway. Need more health? add more units or more buildings
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My comment about the forcefields was just meaning that there isnt a chance in hell you can infinitely forcefield to keep an army away from you on this map (past the ramp at the main).
I think that the grass entrance to the third is a little larger than 4 FF wide though. (perhaps 4 on each side of that thing that i dont know what words to use to identify it)
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Please add to ladder, now. :D
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This map looks amazing, I'm getting a Trackmania Nations feel from it. ^^
Third base is interesting to take, especially against Terran.
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This looks like a really good macro map. Blizzard, get your testicles on the right fucking occasion! (put this community map in to the ladder pool, and +10 internet points for anyone who gets that reference)
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United States10026 Posts
solid map with an alternate 3rd incase of bad spawning locations. beautiful.
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This map looks absolutely gorgeous. The grass borders in particular, along with most other textures really pop like crazy and give this map a completely different feel. Nothing in this map feels bland or tacked on, the attention to detail is awesome, this is just a beautiful map.
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also, some other guy who i dont remember (so i cant give him credit) suggested adding notes to the loading screen.
IE, you would just have text instructions that says:
- depot at bottom of ramp - cross positions only
I didn't see this post but I used to do this on all of my maps. 99% of players ended up not reading them at all and every time I make a change I'd have to update the loading screen
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Can't say much for balance until I playtest it but aesthetically its AMAZING! good job
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your Country52797 Posts
Decal doodad (used over 1000 times)
Ahhhh.
Very nice aesthetics. Good use of the decals.
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pretty solid map, but that nat setup is getting old
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Fantastic, as always! We'll have to play on it a bunch and maybe we'll use it in our next NeSPA tournament map pool. Keep up the great work!
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On February 12 2012 06:24 SpaceYeti wrote:Fantastic, as always! We'll have to play on it a bunch and maybe we'll use it in our next NeSPA tournament map pool.  Keep up the great work! Let me know if you do!
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So you know those rocks that are on the clockwise nat ramps? Could those possibly be moved to the other side of that same ramp? That way the choke size stays the same but the rush distance to the third is a little shorter (because right now it is rather long). I don't know if it's necessary, but I think it might help... unless you had some other motive for putting the rocks there that I'm not seeing. o.o
Anyway, great looking map. I like the layout and the aesthetics are very fun and interesting. A very pleasurable map.
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is this on KR/TW yet? love to play some games on it.
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Awesome map dude! I'm actually just posting to ask you how excited you are for the new album next tuesday?
I've been waiting like 8 months for this and this last week is killing me!!!!!!!
All in all though I think this map should be on ladder lol
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How far does the Xelnaga towers' range extend?
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The map is extremly beautiful... I just wonder what would happen if the second entrance to the natural would be removed, and you could only go in through the third...
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