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![[image loading]](http://i.imgur.com/piOab.png)
Scorched Highland (v0.5) Made by: Wiss (WissUK) Published on: [EU] Playable Map Size: 134 x 142 Bases: 12
Map Overview: + Show Spoiler +![[image loading]](http://i.imgur.com/ytpbS.jpg) 45° ![[image loading]](http://i.imgur.com/Uq83x.png)
In-Game Description:
The map is a 1v1 map set on a fire grazed highland.
The bases are located in the 1 and 7 o'clock locations.
The level has 12 mineral patches, 6 on either side. The middle mineral fields bot have 6 mineral patches each with rich vespene.
It is wide open on either side with a choke down the centre of the entire map.
Two xel'naga watchtowers cover either side on the centre of the map.
The playable map size is 134 x 142.
Analyzer: + Show Spoiler +Distance From Main: ![[image loading]](http://i.imgur.com/YE75z.jpg) Distance From Natural: ![[image loading]](http://i.imgur.com/bswsp.jpg) Summary: ![[image loading]](http://i.imgur.com/RN72k.jpg)
Asthetics: + Show Spoiler +
If you need any information, more images uploading or anything, just feel free to ask. Thanks in advance to all that comment.
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I dig it. This is looking very nice and I want to try it.
General Criticisms - Remove the rocks at the very least on the smaller ramps -- All they are doing right now is to prevent lateral movement (East/West) of armies making it so that it is very easy to protect 3 bases (a player has a lot of response time as it stands right now because of the watch towers) -- this would also lead to base races quite easily.
- Optimize the resource lines on the lowground 3rds (11 and 5 o'clock) (do a copy and paste from any blizzard ladder map or a good and well known map such as daybreak). You don't want any funky harvesting behaviors that will throw a player off. (Although I think I see what you were trying to do -- which was to make the geysers more vulnerable to air and less vulnerable to land, is that correct?).
- Also, on the open land areas -- I'm fine with the watch towers where they are, I do suggest breaking that area up a little bit so that it is not suicide to move into that area against an aggressive zerg (this suggestion also coincides with the complete removal of the rocks, where one of the other would work I think -- I think doing both however would put zerg at the disadvantage).
- As an aesthetic comment - nice texturing, It's really clean. For the barriers at 11 and 5 o'clock, I suggest you remove the cliff, and simply use trees with LOS blocker doodads there (should get the same effect). I think it will go better with how your aesthetics are looking thus far as well (Course I know you're not finished -- take this as you will).
Can't wait to see how this ends up looking finished.
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The split path is ridiculous before the center rocks are down. I think you should use two rocks there with a very narrow passage between them. (One unit at a time, perhaps tanks/thors etc could not pass.)
The third bases are a little on the difficult end. You might want to pull the corner 3rd a little closer, but it might be okay. Needs testing.
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Remove the rocks in the middle. They serve no real purpose, but they make early game more tedius.
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So I should be cracking down on this in the next week or two now I have gotten a single player level out of the way for university. As bad as it may be I would like to keep the rocks along the middle if possible, saying that I'm still open to suggestions of how to improve the level.
Here's a rough image of how I could break up the open space on either side with the Xel'naga towers. Either side is different as I'm not 100% sure as to what would be best. The red lines indicate where a larger ramp is now with no rocks. All and any help welcome.
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This is the aesthetic theme Dual Sight has, but executed as it should
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To me Dual Sight is one of most aesthetically pleasing maps I've seen in SC2 and LSPrimes work is some of the best out there, so it would be a lie if I didn't say there was a little influence there. I wanted to do the opposite to that though and have the lava throughout the map as if an earthquake took place and the earth parted leaving these wounds on the map.
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I think the rocks are interesting, but what about using smaller rocks, so that the pathway is constricted to movement, but not completely blocked off? That way, lateral movement around the map is possible, making for more interesting play, but players will still have to be very conscious about not getting armies trapped around there. Nice map overall though!
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The middle has been altered so that there is a small gap two squares wide. I have left the rocks on the other ramps in the middle to potentially force the players to use more of the map in the early game? I don't know, so please tell me what you think. This is still in an extremely early stage all feedback will be appreciated.
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Map/thread updated, any more feedback if possible?
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I find the aesthetics incredibly distracting, but that could be me. The third is very far away and inaccessible, so you're gonna see 2 base all ins (and only that) on this map. Also the map has the problem of splitting down the centre heavily, leading to it being wider-than-tall.
Finally, the foreword "fifth/sixth" base is completely useless, as it's position demands your army to be really out of position to defend your main, etc.
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