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[M] (2) oZz Orbit Brutus <WIP> - Page 2

Forum Index > SC2 Maps & Custom Games
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eTcetRa
Profile Joined November 2010
Australia822 Posts
June 28 2012 03:29 GMT
#21
I've gone with option B to have a large open staging ground that provides a lot of vision to fight over.

Not sure about the nat-fifth path i never really wanted to get rid of it in the first place. We shall see!

Working on making a visible overview for the moment, then shall fix the OP!
Retired Mapmaker™
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 28 2012 04:05 GMT
#22
What do you think about a very narrow path connecting the two main high grounds:

[image loading]

You could make it only passable to marines/lings/zealots or however.

Did you think about this? The map doesn't need it really. Just seemed cool.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-06-28 04:16:21
June 28 2012 04:16 GMT
#23
On June 28 2012 13:05 EatThePath wrote:
+ Show Spoiler +

What do you think about a very narrow path connecting the two main high grounds:

[image loading]

You could make it only passable to marines/lings/zealots or however.

Did you think about this? The map doesn't need it really. Just seemed cool.


He had it in his original map. I think too many people complained about it so he took it out. (At least I think that was the case)
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 28 2012 04:31 GMT
#24
Yeah i originally had a narrow path that allowed movement of all units, but was quite congested.

People said it would be better with out so I've given it a trial, and so far i found i preferred having a path there.
Retired Mapmaker™
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-06-28 05:08:24
June 28 2012 05:07 GMT
#25
I know I've posted in this thread already but I didn't really give you any feedback besides saying the amount of chokes in the map is fine and don't listen to all that zerg QQ about too many chokes.

Ideas for ya:

Picture:
+ Show Spoiler +

[image loading]


First, add back in the narrow pathway you were just talking about, but make it a little bigger. Make sure the two high ground pods next to it are not pathable. Add LoSB on each entrance to it (The grey lines = LoSB)

Shrink the ramp going to the middle to a double wide instead of a triple wide that it's at now (The Light Blue)

Add a new pathable area behind your natural that gives some high ground coverage to the third. This will help out a lot for protoss and terran, since the 3rd is a little farther away and more open the high ground will help them defend it easier. Add a little LOSB to that new area behind the natural as well, to add some "security" to drops or sneaky play.

Get rid of the d-rocks by the 3rd. Instead add more pathable high ground (The Light Green) on that side of it. I was thinking adding a ramp where one of the d-rocks is now. It would be a great play to drop some units but wouldn't be that OP since there would be a ramp to get up there.

The two little high ground pods by the NE and SW bases (6ths?) I don't think are needed. They don't do much for gameplay.

Also might want to think about making the d-rocks in the middle just 1 rock instead of the 2 they are now.

Keep it up!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 28 2012 06:43 GMT
#26
why why why can't you post an overview... i don't get why some people use analyzer-only photos >.<

I can't give any criticism with an analyzer photo since I don't even know what's a flat choke and what's a ramp.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Mullet_Ben
Profile Joined August 2011
United States54 Posts
June 28 2012 06:48 GMT
#27
I would recommend taking the 2 destructible rocks between the 3rd and the 4th and making one rock on one side of the choke. There's no reason why someone would want to destroy one set but not the other, so I don't think having 2 rocks there is helpful in any way. It only gives you more things to break.

Same with the rocks on the ramps in the middle. I can't really tell from the analyzer, but they look like 2 sets of rocks, in which case they should really just be put together into one big set. If someone wants to break down those rocks offensively, splitting it into 2 parts just makes it harder to clear the ramp for an attack.
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-06-28 09:37:43
June 28 2012 07:06 GMT
#28
On June 28 2012 15:43 IronManSC wrote:
why why why can't you post an overview... i don't get why some people use analyzer-only photos >.<

I can't give any criticism with an analyzer photo since I don't even know what's a flat choke and what's a ramp.


Overview will be up within the next couple hours! That is a promise this time!
Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 28 2012 09:47 GMT
#29
Overview for current version:
[image loading]


Analyzer for current version:
[image loading]
Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 01 2012 14:19 GMT
#30
Quite a large update in the original post, all details are there!

Thanks for all the feedback guys!
Retired Mapmaker™
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 01 2012 14:25 GMT
#31
man this looks like los_novaria. at least the initial layout. fantastic visuals.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
July 01 2012 14:46 GMT
#32
Wow ... I really like it. Great job on the aesthetics too - this map has received a lot of love and it shows.

The only thing I can think of right now is that it seems a little tougher to take a fifth base, and your first four bases are always going to be in the same locations. At least that's the way it seems. But it's a minor issue especially since the layout promises some exciting and dynamic games. This map looks like a lot of fun to play, I hope to see it do well in addition to being published on EU. Really nice work.
They're coming to get you, Barbara.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2012-07-01 15:14:45
July 01 2012 15:13 GMT
#33
I actually think you should just get rid of the ramps in the middle that are covered by d-rocks. The more I look at it the more I don't think they are needed at all, especially with the other ramp right next to it. Also shrink the ramps pointing towards the middle by 1. It'll make that 5th a little "easier" to hold.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
The Final Boss
Profile Joined February 2011
United States1839 Posts
July 01 2012 15:18 GMT
#34
I think this is a really great looking map. I can't really comment on the balance having not played on it, but if I get a chance and it's on NA I'll certainly give it a shot. One thing that I do not really like is that the LoS blockers are brush; I understand that it's on rock, but space seaweed or whatever it is just looks weird and does not really compliment the rest of the map. I would change them to be smoke screens just because it works better with the space station feel that you are going for. Other than that, I love the way this map looks, keep up the great work! :D
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 02 2012 04:08 GMT
#35
On July 02 2012 00:13 SidianTheBard wrote:
I actually think you should just get rid of the ramps in the middle that are covered by d-rocks. The more I look at it the more I don't think they are needed at all, especially with the other ramp right next to it. Also shrink the ramps pointing towards the middle by 1. It'll make that 5th a little "easier" to hold.


I may yet remove the ramps with the rocks, but i don't think I will be reducing the ramp going to middle, though I might move it over a bit.
Retired Mapmaker™
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 02 2012 05:05 GMT
#36
It's a neat map but everything is just so spread out...
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 02 2012 12:07 GMT
#37
On July 02 2012 14:05 IronManSC wrote:
It's a neat map but everything is just so spread out...


With the layout as it is, would you consider it that bad of a thing for things to be a little more spread rather than clumped?
Retired Mapmaker™
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 14 2012 16:52 GMT
#38
Sorry for bumping this but holy shit this map is awesome, great work eTcetRa. Would love to see some pro games on it.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Kmatt
Profile Joined July 2011
United States1019 Posts
July 14 2012 17:12 GMT
#39
Did anyone else notice that you can tank drop the cliff behind the natural? I thought we learned from Lost Temple...
We CAN have nice things
Timmay
Profile Joined April 2005
United States112 Posts
July 14 2012 17:29 GMT
#40
It won't be droppable in game. If you look at the overview, that cliff is clearly blocked by a doodad. However, I would still be concerned about Siege Tanks being able to hit the natural from the third.
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