I think i've finally finished this map and am just about to make an official map thread of it.
Is there anything you guys think I should change about it before I upload it?
Thanks
-daboss
Here's the map:
+ Show Spoiler +
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
daboss9635
Canada21 Posts
I think i've finally finished this map and am just about to make an official map thread of it. Is there anything you guys think I should change about it before I upload it? Thanks -daboss Here's the map: + Show Spoiler + | ||
SwedenTheKid
567 Posts
Just what I would do, but I'm no expert on map design. | ||
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daboss9635
Canada21 Posts
As to my map I definetly agree that I should make use of the dead space. ( I don't really have any ideas as to what I should do and that's why I put that jungle there in the first place) As to the bases needing to be spread apart, I definetly think that it will probably be a bit beneficial. I'm just not sure if it's needed as I have not done enough testing myself. Thanks as always -daboss | ||
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SwedenTheKid
567 Posts
Backdoor is hard to defend and leads to positional imbalance, and the map seems way to big to be cross-spawn. Natural ramp is huge and also to hard to wall due to it being a cardinal ramp. Did i mention the map being huge? 1st-4th bases seem to be in good order, ignoring positional imbalance. My advice would be to make the map smaller by shrinking the natural and getting rid of the center area (redo it). The backdoor with 2 rocks is scaring me off. GL | ||
Ej_
47656 Posts
On January 11 2015 03:02 SwedenTheKid wrote: this will be quick because I'm late for a meeting but here are some basics. Backdoor is hard to defend and leads to positional imbalance, and the map seems way to big to be cross-spawn. Natural ramp is huge and also to hard to wall due to it being a cardinal ramp. Did i mention the map being huge? 1st-4th bases seem to be in good order, ignoring positional imbalance. My advice would be to make the map smaller by shrinking the natural and getting rid of the center area (redo it). The backdoor with 2 rocks is scaring me off. GL it's smaller than Whirlwind/Frost the natural choke is 12 tiles - can be walled off with 3 gates+pylon+zealot I'm concerded about the backdoor too, but looking for a way to make a 4p rotational map without mirrored 3rd bases | ||
SwedenTheKid
567 Posts
As a second note, l think the ramps at the 3rd are both quite large and changing the sizes could add flavor to the map. | ||
SwedenTheKid
567 Posts
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-NegativeZero-
United States2141 Posts
The map overall feels really open, most areas are larger/wider than they need to be. | ||
OtherWorld
France17333 Posts
On January 11 2015 10:53 SwedenTheKid wrote: Should the hatchery's creep at the natural expansion always cover the natural's entrance? Strangely enough, it is not considered as a standard feature of a map, while "ability to easily FFE" or "main on a higher level than the natural to prevent 4gate vs 4gate PvP" are. But honestly not making it so the hatch's creep covers the entrance is just achieving one thing, making ZvZ even worse than it is now, and does not add anything interesting to the map, so I'll answer yes to your question. | ||
JaredStarr
Canada115 Posts
@Otherworld: I also find most T players whine when the ramp is too far away from the town center. The closer the ramp is to the tc the ballsier the player can be in their opening play. Starting reworking the one I was going to rotate and downsize. ![]() 57 Seconds main to main ramp close spawn. 172x164 Playable Light bridges pathable but not buildable. Still finishing up the low ground. | ||
SwedenTheKid
567 Posts
@JaredStarr Players first 5 bases seem really close, Id say you should spread out the bases making use of the open low ground areas. | ||
Xenotolerance
United States464 Posts
![]() 136x144 nat to nat 35.1. nat choke is 11, but as you can see it's more like 5 unless the attacker goes all the way around by the 3rd. center with the xnt is 4 across. | ||
SwedenTheKid
567 Posts
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Xenotolerance
United States464 Posts
On January 12 2015 13:00 SwedenTheKid wrote: Texture by hand entire map. Once finished with last side relies you left the symmetry tool on >:L nooo | ||
JaredStarr
Canada115 Posts
![]() @Xeno: What do you have the debris for? I can see it promoting fast expansion, even then, you could probably leave them totally out. | ||
algue
France1436 Posts
@JaredStarr : An open natural and a main very vunerable to blink stalker is rarely a good mix | ||
SwedenTheKid
567 Posts
![]() My new WIP, if I get good feedback. Really playing with the idea of a highground next to a natural expo, as well as more bases. Thoughts? I assume it would have to be cross-spawn, with the way the 3rds are set up. Thinking about putting the middle bases on the lowground. idk at this point. | ||
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