[M] YGL Nightfall - Page 2
Forum Index > SC2 Maps & Custom Games |
Aunvilgod
2653 Posts
| ||
lawol
91 Posts
On August 23 2012 05:48 HypertonicHydroponic wrote: I think Aunvilgod makes some good suggestions but I might keep some of that high ground around the 4th and simply put a ramp on one of the two ends for strategic drop/air harass and defense. If you just push the base back over to the edge of the map you get something that is less unique incomparison daybreak. A ramp toward the third is better for surprise drop/nydus play earlier in the game and is more conducive to harass type units; a ramp toward the fifth is better for siege and cliff abuse and it would help to pull the army further out of position for a backstab at the natural. Hmm I'm not even sure what I had in mind for that highground ![]() @ Aunvilgod: Thanks for the mega pic dude! If I make that highground smaller - like the pic suggests - is it still playable? Also a bit confused with the moving of the 5th ramps - do you reckon only make them wider or make them wider and move them? | ||
HypertonicHydroponic
437 Posts
| ||
lawol
91 Posts
On August 23 2012 09:07 HypertonicHydroponic wrote: (as if you were shoving South America and Africa together in a demonstration of tectonic plates) http://www.geekologie.com/2009/10/19/pangeasaurus.jpg t-rex style ramp? =o | ||
Aunvilgod
2653 Posts
![]() Just me playing around a bit. I think you will need to cut the corner bases to 6m1hyg in order to make them no free bases. Thus you will need another base. Note that this is not necessarily better than the other suggestions. | ||
lawol
91 Posts
The only concern with making the middle bit more open, like some suggest, is that it becomes TO open. I'll have a look though. | ||
lawol
91 Posts
![]() | ||
shizaep
Canada2920 Posts
Right now some tanks on the highground shut down the entire flank of the map and you can´t do anything about it. It needs to be out of range of that ramp. Agreed. What is with all the unreachable high ground anyways? Terran can just drop tanks on there and pretty much control the whole map. My suggestion to make it at least a bit more balanced: make the outer high grounds accessible as a ramp. That way the (fourth) won't be untakable by zerg, and may double as another counterattack path. Also make the center high grounds untraversable with some doodads or whatnot. That's pretty much all I can think of at the moment. The low ground behind the sight blockers in the main is also too strong imo. T cound leapfrog tanks all the way to your mineral line. I believe it's been a problem on some blizz maps before. I know Antiga has a similar feature but it's nowhere as strong. It's much further from the mineral line, and the low ground is in the open and you can only access it from the center of the map. Here you have three levels to leapfrog - just too imba imo. Also, feel free to paint up the terrain a little bit, as right now the map looks to one-toned and plain. Toss some doodads around the place too. And drop some aestherics between the actual "island" part of the map and the outlying lowground. Dunno, that's just what I thought of when I took a look at it, hopefully you'll be able to draw out something helpful from what I said. GL | ||
lawol
91 Posts
On August 27 2012 05:12 shizaep wrote: Agreed. What is with all the unreachable high ground anyways? Terran can just drop tanks on there and pretty much control the whole map. My suggestion to make it at least a bit more balanced: make the outer high grounds accessible as a ramp. That way the (fourth) won't be untakable by zerg, and may double as another counterattack path. Also make the center high grounds untraversable with some doodads or whatnot. That's pretty much all I can think of at the moment. The low ground behind the sight blockers in the main is also too strong imo. T cound leapfrog tanks all the way to your mineral line. I believe it's been a problem on some blizz maps before. I know Antiga has a similar feature but it's nowhere as strong. It's much further from the mineral line, and the low ground is in the open and you can only access it from the center of the map. Here you have three levels to leapfrog - just too imba imo. Also, feel free to paint up the terrain a little bit, as right now the map looks to one-toned and plain. Toss some doodads around the place too. And drop some aestherics between the actual "island" part of the map and the outlying lowground. Dunno, that's just what I thought of when I took a look at it, hopefully you'll be able to draw out something helpful from what I said. GL Hey, thanks for the feedback! After speaking with a couple of people about it I've kind of gone for the whole "none playable high grounds". Still busy adding doodads but none of the high grounds are accessible atm. Don't know about the back door bit ![]() - have updated OP with new pics! :D Started decorating the outer parts and what not. I put buildings inside buildings, hopefully it doesnt look as weird as it sounds lol Now I just need to figure out who to PM to change the topic name for me Q_Q | ||
Aunvilgod
2653 Posts
However I think the map is still too choked in the center. Also, you should make the ramp we already discussed face the center of the map, not the edge. :D | ||
| ||
lawol
91 Posts
Did a quick video earlier showing the main features of the map: Its easy enough to do that every time a major update happens I can just do a new vid, kind of handy lol. Rather tempted to do this with some of my older maps as well; the vid imo shows way more than ss's ever could... well... apart from the overview. On a side note, how does publishing work with this new arcade system? I've not spent much time looking into it but first impressions are a bit.. o_O | ||
EatThePath
United States3943 Posts
I think the drop ridge above the 4th is too strong for terran. Looking at it, it's like, yeah okay the 4th base can be harassed. But the comparative effect of one medivac of stim marines that can shoot the mineral line vs a similar mineral/gas investment from any other race is really disproportional. Is that fair? Maybe, but it will be a big burden that doesn't really add anything to the map. If it was a low ground drop space, it'd be fine. But, apart from that it'd be easy to fix by just making a ramp on one side so zerglings and zealots can go handle drops. It's still a better drop spot than most maps have even when you do that, because you can hit the minerals. | ||
lawol
91 Posts
As for the "drop ridge" - I'm kind of leaning towards none of the "ridges" being dropable atm. Adding more ramps I think is going to take a lot away from it, so might just doo-dad it a bit more to make it clear you cant drop there. Not sure about it yet, at all... - I updated the OP to make it look a bit nicer! Thanks to barrin for updating topic title <3 | ||
| ||