
On August 31 2012 07:31 Samro225am wrote:
From the new overview I have the impression you are playing Protoss? Very few open areas. Lots of chokes. It is mainly double ramps that structure the area when you move from base to base.
Also the last base is still much too close to the opponent. Leave it away completely or move it somewhere else. as a cliff hugging base closer to the fifth or maybe as a forward base next to the main or towards middle area. Widening the map to 116 (at least) will help you a lot! 120 would be even better.
From the new overview I have the impression you are playing Protoss? Very few open areas. Lots of chokes. It is mainly double ramps that structure the area when you move from base to base.
Also the last base is still much too close to the opponent. Leave it away completely or move it somewhere else. as a cliff hugging base closer to the fifth or maybe as a forward base next to the main or towards middle area. Widening the map to 116 (at least) will help you a lot! 120 would be even better.
I am playing Z

I'll make some changes to that 6th base, thanks for pointing it out.
On August 31 2012 08:40 DangerAl wrote:
My biggest concern with this map is that the main mineral looks to me a long long way away from the main ramp. As a terran player, I shudder to think about dealing with drone harass, blink stalkers, mutalisks and drops on this map. I guess it is in same ways balanced out by the fact that drops will be more effective for terran, but I would still like to see that distance shortened. It is one of the biggest I've seen, and I find maps are generally better when this distance is shorter (eg. I'm not a fan of the long walk on Shakura's).
The third doesn't look to bad to me, I don't understand why everyone is so worried. I think the ramps are especially not a problem. It is very unlikely that anyone will be defending at the ramps, so it really makes little difference whether the attacker can go up one or two of them (until the 4th is taken). One thing that could be good to implement is making a bit more of a choke at the third. I am thinking between the main ramp up it and the opposite cliff wall. Currently any sort of wall in at the third, or even a FF defence, looks quite difficult.
Also, I am not sure what the XNWT covers. Does it watch over all the high ground attack routes?
Also, I really like the look of the 4th and 5th bases. I'm not sure if the rocks are really necessary at the 4th though.
My biggest concern with this map is that the main mineral looks to me a long long way away from the main ramp. As a terran player, I shudder to think about dealing with drone harass, blink stalkers, mutalisks and drops on this map. I guess it is in same ways balanced out by the fact that drops will be more effective for terran, but I would still like to see that distance shortened. It is one of the biggest I've seen, and I find maps are generally better when this distance is shorter (eg. I'm not a fan of the long walk on Shakura's).
The third doesn't look to bad to me, I don't understand why everyone is so worried. I think the ramps are especially not a problem. It is very unlikely that anyone will be defending at the ramps, so it really makes little difference whether the attacker can go up one or two of them (until the 4th is taken). One thing that could be good to implement is making a bit more of a choke at the third. I am thinking between the main ramp up it and the opposite cliff wall. Currently any sort of wall in at the third, or even a FF defence, looks quite difficult.
Also, I am not sure what the XNWT covers. Does it watch over all the high ground attack routes?
Also, I really like the look of the 4th and 5th bases. I'm not sure if the rocks are really necessary at the 4th though.
The main's mineral line as well as the third will get some love soon enough too.
The XNT does not cover the high ground paths, only up to the LoS and a tiny bit further (due to the LoS blockers at the ramp not following this circular pattern).