[M] (2) ESV Spring by IronManSC - Page 2
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Gentso
United States2218 Posts
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SidianTheBard
United States2474 Posts
A couple thoughts: 1) Make sure the “balcony” in the main base is far enough away that siege tanks can’t hit the main building. It looks like it is but I swear tank range is always farther then it looks. 2) There’s some pathable highground outside of the base right by your main. Unsure if you want that pathable or not? 3) I feel the little pieces of highground outside the lowground 3rd should be changed. I think the ramp going up to them should be facing towards the main, rather then the way they are facing now. Think about colossus, tanks, pylons, ranged units sitting up there and hitting that forward third. You would have to run your whole army extremely far around the map to get to that little ramp and then just that…it’s a little ramp. I mainly feel it’ll be rough in PvX for the terran or zerg because Protoss could abuse that little piece of high ground to all hell. It’s already risky enough to take, that piece of highground at least with the direction the ramp is in now feels too much. 4)I’d like the watertowers moved closer to the center of the map, just by a couple notches. Right now unless you are moving in very small groups of army you will always been scene by watertowers. I feel if they are pushed toward the center of the map by about 5-10 squares, you now have no vision at all around the complete outside of the map. 5) I’d like to see rocks (more rocks? Wtf) on the 2 wide ramps by the corner bases (2 & 8 bases) This will play out perfectly if you can move the watertowers a bit because you’ll still feel safe as long as those rocks are up. Also make the 4th a tad bit easier to take assuming they don’t get broken down mid game. That’s about all I can think of off the top of my head. Keep up the good work, bud! | ||
Cronval
Denmark13 Posts
More to the point, the aesthetics are absolutely gorgeous and somewhat unique, very well done! | ||
SpecFire
United States1681 Posts
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monitor
United States2403 Posts
On April 19 2012 00:29 IronManSC wrote: I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters. I strongly advise do not put a third gas at the center base. There are two things that it will mess up. First it makes taking that expansion as an aggressive expansion ridiculous for Protoss and Terran (similar issue on Atlantis Spaceship). Second it makes mutalisks and infestors ridiculously powerful on 3 bases vs. a 2base protoss if you can get away with it. I don't think we need any more gasses or minerals for current maps. If you change that base, I'd like to see it have fewer minerals and/or gasses so it isn't as powerful to take. Yes it is hard to take, but the solution isn't to make it more rewarding because then "if a player gets ahead, he gets even more ahead", and that leads to flawed maps that discourage the better player from coming back and winning. | ||
sorrowptoss
Canada1431 Posts
That aside, I really like it tactically speaking. Not too open but not too choky. I like :D. | ||
CortoMontez
Australia608 Posts
Also, it seems that the base directly above/below the mains (5th?) is too open, and will be near impossible to defend. | ||
Ragoo
Germany2773 Posts
On April 19 2012 00:29 IronManSC wrote: I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters. Don't add more gas! The position at the watchtower is already quite strong to cover your 4 bases, you really shouldn't make the base right next to it more powerful. If anything reduce the ressource count on that base, since it's a good base to take in conjunction with the strong tower position. I think an earlier map version already had a half base there? I wanted to complain when you changed that but I forgot, sorry. edit: Also monitor's analysis of it being a winner's base is kinda right, too. You can't hold the base without a lot of map control. | ||
monitor
United States2403 Posts
On April 19 2012 10:11 Ragoo wrote: Don't add more gas! The position at the watchtower is already quite strong to cover your 4 bases, you really shouldn't make the base right next to it more powerful. If anything reduce the ressource count on that base, since it's a good base to take in conjunction with the strong tower position. I think an earlier map version already had a half base there? I wanted to complain when you changed that but I forgot, sorry. edit: Also monitor's analysis of it being a winner's base is kinda right, too. You can't hold the base without a lot of map control. Yup. It's a winners base. Don't make it even more powerful. And just btw ragoo, you totally copied everything I said ![]() | ||
wrl
United States209 Posts
1. First of all I like what you've done with the mud/grass/snow. Looks sharp and I know it was a ton of work. 2. Besides the Main/Natural/Third, there is a severe lack of texture distinction between areas. The entire center of the map has the exact same theme, this makes it difficult for a spectator to distinguish what area of the map the camera is viewing. Its a minor thing, but it makes the map easier to understand and more appealling visually. 3. The manmade stuff I think you've overdone the minimalism. Instead of using 2 nearly identical textures I think you'd be better off with something a little different, possibly with some decals to spice it up. You don't have to go crazy, but I find myself wanting more variety in the manmade sections. Other than that I think you're in good shape. I won't comment on the layout because theres already enough people doing that. | ||
IronManSC
United States2119 Posts
On April 20 2012 02:18 wrl wrote: Going to talk about aesthetics specifically, and understand I'm being extremely critical here, but: 1. First of all I like what you've done with the mud/grass/snow. Looks sharp and I know it was a ton of work. 2. Besides the Main/Natural/Third, there is a severe lack of texture distinction between areas. The entire center of the map has the exact same theme, this makes it difficult for a spectator to distinguish what area of the map the camera is viewing. Its a minor thing, but it makes the map easier to understand and more appealling visually. 3. The manmade stuff I think you've overdone the minimalism. Instead of using 2 nearly identical textures I think you'd be better off with something a little different, possibly with some decals to spice it up. You don't have to go crazy, but I find myself wanting more variety in the manmade sections. Other than that I think you're in good shape. I won't comment on the layout because theres already enough people doing that. I could make the entire center high ground man-made, because that would be the only solution to separate it from its natural setting, otherwise it has to be the way it is. I can experiment with this though. I also am in the middle of implementing man-made aesthetics right now, so that will be coming soon! | ||
Gfire
United States1699 Posts
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Hiea
Denmark1538 Posts
On April 19 2012 00:29 IronManSC wrote: I plan to add a 3rd gas to the center bases to make them worth more. The middle is actually not as large as it appears to be. It's a good size for mid/late-game encounters. Is that needed? to me it feels like the center bases are some you take when you've got an advantage to help you finish off your opponent, or if you got a contain or a doing a very tempo based strategy like bio. And if your really lategame and you got the advantage, you can be 5-4 bases because your army and position is stronger than your opponent. There is the same kind of center in Antiga, but on this map the other bases are easier to get than Antiga. It seems like the center is easy to defend if you control the highground, but its not hard to get a fourth for the other player though, as there is plenty of options. | ||
IronManSC
United States2119 Posts
+ Show Spoiler [changes] + • Re-positioned the small pod ramps near the center bases in favor of the defender • Reduced center base resources to 6m1g • Our beloved ESV Space Shark has made an appearance! • Foliage and aesthetics updated Overview and screenshots in OP are updated. | ||
EatThePath
United States3943 Posts
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NewSunshine
United States5938 Posts
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eXigent.
Canada2419 Posts
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IronManSC
United States2119 Posts
On April 27 2012 02:41 NewSunshine wrote: Don't mean to rain on your parade or anything, the map is beautiful and whatnot, but... ![]() wtf ![]() lol i know. I changed the texture but I never changed the name of it... just ignore it xD | ||
Clarity_nl
Netherlands6826 Posts
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TheFish7
United States2824 Posts
You know what the melting snow in the aesthetics really remind me of? The snow tileset in warcraft 2 where all the buildings had melting snow on them. I hope HOTS has snow-covered hatcheries. + Show Spoiler + Will cross-point remain as is or will it also be getting these aesthetics? | ||
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