Features -Two Xel'naga towers overlooking the main attack paths -Two side paths blocked by rocks -Central bases are open to low ground harassment and air play. -Long rush distances, emphasizing the importance of the towers and the middle in general.
Seems like a great map. I'm not really a fan of the hexagon decals used here, and I agree that more variation between levels would be nice. As far as the layout goes, though, I have no real complaints. It seems creative but not over the top in any way.
The designer of Korhal Compound could take a few notes from your book in making the Xel'naga watchtowers actually useful! Jokes aside, looks like a pretty solid map. Perhaps too many bases, or is that just me? For the map size it seems like there are an awful lot of bases clustered relatively close together, unlike Daybreak for instance, or maybe my mind is just playing tricks on me. Anyway nice job on this.
Feeling like the ramps leading out of the low ground middle should be wider (perhaps by 2 hex's covered by rocks ala cloud kingdom). Particularly the ones on the far left and far right that lead to what I would consider the 5th base.
Nice map, I would like to note that even though the 3rd and 4th base is quite close, the way they are placed and the terrain make it so there's so much open paths for ling runbys for example or other counter attacks and I think it would be quite hard to hold those.
I really like this, it's very unique and interesting! The only change I would make is maybe widen the choke with the rocks and just use the huge horizontal ones instead of the 6x6s. The brilliant thing about this map is that it is designed as though it would have circle syndrome, but then BAM destructible rocks added, problem solved! I think that those side expansions with the rocks are going to really make this map shine.
I like the use of the doodads on this map as well, looks nice.
Thanks for all the wonderful feedback! As a result I redesigned the mains to give more variety in the height levels. Took a page from Serpent Sands to give it a cleaner look. Enjoy!
Great map, this is my favorite map by you so far! Quite simple yet very interesting elements. Very cool variety of chokes and very open areas. Also the middle base has a very interesting requirement for map control.
Now onto a concern of mine: Now first of all I don't think 6 bases are really possible on this map cos of the Circle Syndrome going on, but I don't mind that since there is still very interesting choices how you go to 5 bases. + Show Spoiler +
In this picture red is Zerg, blue Terran, yellow my proposed change. I just chose TvZ cos it illustrates the problem the best imo, it's relevant for other matchups too tho. Imo getting 4 bases is quite logical and easy enough for the Zerg, but then option A is a base literally right under the opponents main and as far as I can see entirely in tank range, option B is to take a base thats really iffy cos it's quite easy for terran to take a great position for mapcontrol in the middle AND pressuring that base with tanks which is a terrans wet dream I guess. And then C is simply too close to Terran's fourth. Now maybe you could make option A a bit farther away from the main so you can actually take that reasonably.
Also yeah if terran would instead take the middle base as fourth this would be a non-issue cos you could easily take option C then.
@Ragoo I don't think your Option B would be that bad for Zerg to take at that point though. Once they are on 4 base they'll most likely have Brood lords & infestors which will be completely amazing for defending that Option B. Think of how often you see a zerg take a middle base on Antiga, then take control of the middle watchtower only to be able to hold it due to infestor/ling/brood lord. It makes it even more exciting when the terran is trying to get their middle base as well.
@TT One thing I wonder is how the bases at 8 and 2 o clock (the corner bases) would look like if they were on the lowest ground as well. I think it'd add a little more variety to the bases because right now only your main bases are on a different ground level.
I always loved the look of Neon Nights by Funcmode and I think you did a wonderful job keeping the same type of feeling to this map. It looks amazing. Best map you've made so far.
On March 20 2012 00:09 Ragoo wrote: Great map, this is my favorite map by you so far! Quite simple yet very interesting elements. Very cool variety of chokes and very open areas. Also the middle base has a very interesting requirement for map control.
Now onto a concern of mine: Now first of all I don't think 6 bases are really possible on this map cos of the Circle Syndrome going on, but I don't mind that since there is still very interesting choices how you go to 5 bases. + Show Spoiler +
In this picture red is Zerg, blue Terran, yellow my proposed change. I just chose TvZ cos it illustrates the problem the best imo, it's relevant for other matchups too tho. Imo getting 4 bases is quite logical and easy enough for the Zerg, but then option A is a base literally right under the opponents main and as far as I can see entirely in tank range, option B is to take a base thats really iffy cos it's quite easy for terran to take a great position for mapcontrol in the middle AND pressuring that base with tanks which is a terrans wet dream I guess. And then C is simply too close to Terran's fourth. Now maybe you could make option A a bit farther away from the main so you can actually take that reasonably.
Also yeah if terran would instead take the middle base as fourth this would be a non-issue cos you could easily take option C then.
Before I forget, great aesthetic work
This is an issue that has come to my mind before, but I don't think it will be that much of an issue for much the same reason as Sidian has pointed out. However, there are many scenarios where zerg might not have broodlord infestor by they time they start taking their fifth. This may be a result of a particular style where you get later tier 3, or just from previous events earlier in the game. Thus, I have been looking to do something like this. + Show Spoiler +
I just simply rearranged the mineral line, yet I'm still allowing a single geyser to be in range of tanks to keep things interesting. If it would be a problem though, it is a simple fix.
However, I'm not going to make this change just yet. I'm going to go ahead and get some test games on it and see what some high level zerg players think.
As of now it's quite interesting, assuming the zerg takes their fifth before or at the same time as the terran takes their fourth. If Zerg doesn't have their fifth yet or it's just going up, Terran has the choice to take the forward fourth for earlier map control, or take the side fourth to put a strain on zerg holding their fifth. If zerg has their fifth already established, then this becomes less of an issue since zerg will have the ability to stop Terran from expanding toward them. Terran will just have to settle for the forward base.
However, I'm not the most familiar with ZvT so if a few respectable Zergs think it's an issue I can just put this minor change into place.
Nice, I had the same idea, pulling the ressources out of tank range but leaving one gas in range. Thought it was maybe just a gimmicky thing I would do and didn't say anything :D
On March 20 2012 00:09 Ragoo wrote: Great map, this is my favorite map by you so far! Quite simple yet very interesting elements. Very cool variety of chokes and very open areas. Also the middle base has a very interesting requirement for map control.
Now onto a concern of mine: Now first of all I don't think 6 bases are really possible on this map cos of the Circle Syndrome going on, but I don't mind that since there is still very interesting choices how you go to 5 bases. + Show Spoiler +
In this picture red is Zerg, blue Terran, yellow my proposed change. I just chose TvZ cos it illustrates the problem the best imo, it's relevant for other matchups too tho. Imo getting 4 bases is quite logical and easy enough for the Zerg, but then option A is a base literally right under the opponents main and as far as I can see entirely in tank range, option B is to take a base thats really iffy cos it's quite easy for terran to take a great position for mapcontrol in the middle AND pressuring that base with tanks which is a terrans wet dream I guess. And then C is simply too close to Terran's fourth. Now maybe you could make option A a bit farther away from the main so you can actually take that reasonably.
Also yeah if terran would instead take the middle base as fourth this would be a non-issue cos you could easily take option C then.
Before I forget, great aesthetic work
I sorta agree with your change, but i think your 4th base for terran is incorrect. A terran or a toss for that matter would not take the 4th at the far edge of the map like that. there is no reason for them too. It would just spread out their armys way way too much, and leave them open to flanks/counters. A terran would take the middle base and have that be a PF. A toss could also take that middle base and just cannon it up. now there bases are much closer together and easier for them to defend.
Update! Changes include: -The base between rocks and the base below the main have been rearranged to allow zerg to more easily take a fifth vs aggressive play. -The 2x ramp leading to the forward fourth was moved over a bit to prevent protoss from forcefielding it from the third area.