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On June 06 2012 12:18 Reptilia wrote: i like it a lot but i feel that you can't choose to engage vs your opponent in a wide area. I imagine this in a TvP where the protoss has a deathball and you must find an open area to do the engagement.
I think sitting in the open areas with your bioball, waiting for the Toss to move out and going for one of his expansions should do the trick. In the very lategame a PF on your side of the middle walkway might make the P think twice about pushing their - but I'm a Zerg player and I haven't seen/played any games on the map yet, so take that with a grain of salt. If the Protss is taking highground expansions only, he should be susceptible to drops, since he has to cover a wide area of attack routes. If he goes for the expansion pattern Aunvilgod suggested, then the Protoss is expanding into wide areas anyway.
Btw: The fact that Aunvilgod suggests an expansion pattern different from the obvious one is a good sign in my opinion. I can't think of many maps in the ladder map pool that offer different viable expansions at relatively early stages of the game.
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On June 06 2012 12:18 Reptilia wrote: i like it a lot but i feel that you can't choose to engage vs your opponent in a wide area. I imagine this in a TvP where the protoss has a deathball and you must find an open area to do the engagement.
This exactly, though I think this will mostly affect TvZ and PvZ. Both terran and protoss can take the quick and chokey central route all the way to the Zerg's base without coming in contact with a single open area. I suggest these changes as displayed in this pretty picture: + Show Spoiler +
-Narrow the ramp to the corner bases to really emphasize the use of air assaults against those bases. Right now you have it so that air is very powerful against these bases, but ground is still viable. Would be cooler imo if only air was really viable.
-Remove the smaller cliff by the xwt to open up that middle area more. Toss and terran can still go behind the other cliff for a chokier path vs zerg, but it's a longer route than going right though the open center. Makes room for a small risk vs reward factor.
-Open up the area in front of the forward thirds to allow zerg to engage toss and terran if they decide to go through the center high ground path.
-Get rid of the half base. I guess it's kinda cool, but it doesn't fit this map at all as it's quite frankly pointless in this situation. This would also bring the number of bases to 6 for each player, which is much more respectable for a 2p map.
-Push the nat choke over a bit and the backdoor back a bit to make the backdoor less of an offensive tool and more of a defenders tool to help secure the lower base. This change is simply a mappers preference and isn't really necessary. I'm just not a fan of offensive back doors.
-At the low ground third, put a gas on the other side. It's kind of awkward right now, and would be even more so if you decide to implement the choke/backdoor change.
After those changes, I think this map would be quite solid. Nothing too interesting or innovative, but solid nevertheless. Nice work! 
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Well, shoot, lol. I've made my update to the OP, the show the updated analyzer images, as well as the new lighting. And then you come in, Timetwister.
To be honest though, I do like a lot of the changes. Although I probably won't do 100%(probably more like 95%) of them, I will take them all into account. I'm just a bit concerned that some of them might make the map less interesting, as you say. I shall see what happens in the editor.
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Alright, I've got a new overview, to show off the changes(most of which Timetwister has thoughtfully suggested):
![[image loading]](http://i.imgur.com/O1fKZ.jpg)
-for the natural, I left the backdoor as is, but pushed the choke slightly towards it -removed the central expansions, and opened up the high ground path through the center(near the CW 3rd bases) -further opened up the low ground areas, to make moving through them more awesome -narrowed the ramp to the corner bases to just 1-width, encouraging air harass more often
Lemme know how it looks
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I really like the feel of the map. Multiple attack paths, ample bases that can be slightly tricky to defend, a corner semi-hidden base...it all looks very good. If I had one suggestion it would be to maybe elongate the map (make it wider). I'm not sure how big it is in terms of time specs, but it seems like the map could have some really epic games on it if it wasn't so, I don't know, cheese friendly. Just from the overview, it looks compact.
I will say to not change any of the bases: I love the close feel of the thirds/corners and fifths/corners. It provides a lot of late game edge that I wouldn't change at all.
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This map is really way too bright.
Just played a bo3 pvp on it, that middle path seems to really heavily favour colossus play, I can imagine it would be really horrible for TvP
Otherwise I didn't mind the layout
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Very cool map, I like it a lot. I think the changes you've made help it a lot. The aesthetics could probably be more interesting though.
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The aesthetics are really nice, kind of miss the ice maps
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