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On June 18 2012 00:11 PandaZerg wrote:I liked by far the older. Older had a very unique design and it was fresh and cool. Too bad it is not on US (NA) atm to test it. I would like to play on the older version... EDIT: The newer looks good too, it's just that I liked more the original version. 
I think that's doable 
EDIT: both versions are up on NA as Colonial and Colonial II
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To note:
1- The map is huge. Not necessarily a "bad" thing, but just kind of :/ 2- The third base is deceptively hard to hold. Having to move your entire army between the fairly open natural and the third through a teeny choke isn't good. 3- The fourth high-ground is too close to the third. IMO, you should tuck the third away by the side of the main, and fix the path between third-nat. It'll make the third easier to hold, and the fourth a bit harder. 4- 3 watchtowers make it impossible for any counter attacks to happen through any paths. Take off the central tower, then you allow at least some sort of sneak-ability.
While a fun concept, I don't foresee this map being very playable at a competitive level- it's too big and the above issues make it fairly unbalanced.
Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.
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Please please publish this to NA, I would love to play this with some friends. I'd even be willing to do it if you need someone with an NA account.
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Colonial II is really cool, but I would suggest to make the center bases normal and the more tucked back bases 6m1hyg.
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On June 19 2012 04:24 DYEAlabaster wrote: Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind. It isn't, actually. One dimension of the map is larger than those maps, but the other is considerably shorter. It's probably equal in size to Atlantis overall, but is nowhere near as big as Tal'Darim Altar or Whirlwind, and you don't have to scout their position, as it's a 2p map. The aptest of your comparisons is to Atlantis, the other 2 are worlds apart.
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On June 19 2012 04:24 DYEAlabaster wrote: To note:
1- The map is huge. Not necessarily a "bad" thing, but just kind of :/ 2- The third base is deceptively hard to hold. Having to move your entire army between the fairly open natural and the third through a teeny choke isn't good. 3- The fourth high-ground is too close to the third. IMO, you should tuck the third away by the side of the main, and fix the path between third-nat. It'll make the third easier to hold, and the fourth a bit harder. 4- 3 watchtowers make it impossible for any counter attacks to happen through any paths. Take off the central tower, then you allow at least some sort of sneak-ability.
While a fun concept, I don't foresee this map being very playable at a competitive level- it's too big and the above issues make it fairly unbalanced.
Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.
I made those changes already. See Colonial II. However, I lost good attack paths and some core stuff in the layout in the process, so I'll prob make a third version. I need feedback from playtesters first, though.
The map is much smaller than tal'darim
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your Country52797 Posts
I agree with others, too narrow and splitty.
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Very cool liked the first one, i would like it if you connected the third and the the land next to it with a bridge through the space to open the map up more because currently it feels a bit cramped for counter attacks and the like.
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Recent Changes:
* Pathing was done (although doodads do not always indicate whats pathable and not)
* The ramps into the middle with rocks have been widened to 3x ramps from 2x ramps.
* The middle tower was removed and the path trough that area was widened.
* There's a small line of LoSB on the plateau by the towers
* The mains were made slightly smaller.
* The nat backdoor destr debris were removed. In additon, the path next to the main and the backdoor ramp was widened a few units.
* The ramp between CCW 3rd and CCW 4th was adjusted
I plan on more changes, obv. Currently, I want to reduce main size, move the CCW third closer to the main and reduce the map size to at least 180 width from 200. Some airspace along the west and east map borders will be cut in the process.
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Map update
Map was updated to Colonial 0.3 on EU and NA
![[image loading]](http://i.imgur.com/Ngy3j.jpg)
Compare to older version, 0.2: + Show Spoiler +
- Map size was changed to 184x106 from 200x116 - CCW third moved closer to nat backdoor ramp - Mains rezised from 50ish to 40ish CCs. Now have more air space on one side, but none on the other. - Centre low ground now has two bridges instead of one - There is a ground circle-path around the tower, and vision blockers placed accordingly. - Ramps into the middle with rocks are now 4x sized (2x sized with rocks)
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United States10151 Posts
damn that green area looks so complex lol. i really like this map. has an optional 3rd if you like to get closer to your opponent (dont know why but ok xD). i still feel that this map is too easily splitable. i suggest moving the base next to the natural and move it more to the 6.5/12.5 base or even 7/1 to make this less splity.
because of the enormously long rush distances, the double bases in the corners need to be moved closer to the opponents bases. this will result in you not just throwing up bases and your opponent cant really apply any pressure towards it.
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I like the towers and the half base much better now. Also like the new middle route. 
I still don't like that the half base essentially covers the two expansions behind it, and it has a tower in front of it, but the new openness really changes how effective it is in that role, so it's okay.
Watching a TvZ push unfold on this map would be pretty cool almost every time. ;D
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The tower in front of the half-base is a vulnerability as well as a protection, depending on whos controlling it. I had that and the openess in mind when redesigning that area. I wonder if the first 3 CW bases are too vulnerable to air and if I should move everything closer to that map edge, to decrease air space behidn nat and main, but increase it in the other end
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i love this map best concep long time i see maybe bloodlords here bit op but still i like it......
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Map Update ver 0.4 on EU and NA
- Lighting changed to Tarsonis standard lighting from Castanar lighting. Castanar lighting is very dark on some comps).
- Fixed a bug that allowed small/tiny untis to pass on the inside of the destructible rocks on the ramps towards the middle
- Fixed dependency settings to standard The map was first made in the SCII Arcade Beta Editor, then carried over to the normal one, which caused the map to loose the Liberty Multiplayer Mod-dependencies.
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I love the aesthetics. The drastic changes in terrain type remind me a lot of testbug.
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