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I think that this map would work great with the 6m1hyg concept (and I'm not just saying this because I think the concept is great). If you could really force a thrid from each player I think we could start seeing some serious back-and-forth action and split armies. It has everything a 6m1hyg map needs!
Easy third: Third base is close enough to main and has no rocks/nearby high ground to make third base hard to take
Seperate paths to third: You cannot defend both your third base and your natural by keeping your entire army in one location
Strategic points: Many different areas of the map have strategic value other than "there are minerals here that I must mine/keep the enemy from mining". This will encourage smaller skirmishes around the map as well as fighting in areas other than the paths between the bases.
I'd like to try this map out in 6m1hyg form.
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On July 15 2012 02:12 Kmatt wrote: Did anyone else notice that you can tank drop the cliff behind the natural? I thought we learned from Lost Temple...
It is blocked by a doodad but does not show up on analyzer, will put a no pathing doodad up and reupload the analyzer at some point soon!
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I feel like the Xel'Naga towers are too powerful. It feels like you can literally control the entire map with 4 lings (one on each tower and one in each choke). Might make the map a little too zerg favored (i'm zerg, so this is actually fine!)
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This map kind of encourages me to play mech against a protoss, I wouldnt wanna go bio into a choke and get stormed lol
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Map of the month update has been made! Love some feedback on the changes.
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I clicked on the Eye Candy spoiler but there were no women, what gives? :D
Joking aside, amazing work with the doodads.
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I love this map! Definitely well in the running to win the ProAm. I really hope it doesn't have any fps issues because my god, it's beautiful. My only slight concern is that the rush distance is too long but that's not really a big issue. Also the top left and bottom right aesthetic areas are basically the same, I would have liked them to be differentiated. Other than that, top mapping!
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On August 01 2012 18:29 OxyGenesis wrote: I love this map! Definitely well in the running to win the ProAm. I really hope it doesn't have any fps issues because my god, it's beautiful. My only slight concern is that the rush distance is too long but that's not really a big issue. Also the top left and bottom right aesthetic areas are basically the same, I would have liked them to be differentiated. Other than that, top mapping!
Yes I've slightly ran out of time. Relationship issues, ftl!
Will be working on making some changes to those areas to set them apart.
~1400 doodads, lower than some maps I've seen.
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I didn't think it could be improved so much and so well, since it was already really good as far as I was concerned. But I really like the changes - well, more like adjustments. The previous one looked prettier in the overview because of the dark highround swirling into midmap, but this one seems far more playable and and promotes a more army movement and aggression during mid game. In fact looking at it now, I'm convinced it will make for excellent games.
Great job on the aesthetics too - I think you're gotten very decent mileage out 1400 doodads, the map is jaw dropping. Honestly, I hope this does really well in the ProAm competition. Maybe it can go even further, because it's fucking awesome.
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Very good changes, definitively a strong contender for the MotM Proam.
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Working at further reducing the bounds, current version I am working on is sitting at 142x156.
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I don't think reducing the bound fixes the map. I mean reduced airspace has pros and cons but yeah.
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