Looks too easy to split the map. The overall design doesn't really feel that interesting either.
Work In Progress Melee Maps - Page 177
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
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The_Templar
your Country52797 Posts
Looks too easy to split the map. The overall design doesn't really feel that interesting either. | ||
[UoN]Sentinel
United States11320 Posts
On July 15 2015 09:13 The_Templar wrote: Can you wall off in time to defend a 6 pool? Looks too easy to split the map. The overall design doesn't really feel that interesting either. Forgot to add the rocks on the nat, I made the mains a bit smaller and didn't carry the thirds over. What would it be like if I removed the spaceship-looking crevasse in the middle and just left that pod wide open? | ||
Zweck
Germany211 Posts
Version A: ![]() Analyser + Show Spoiler + ![]() Version B: ![]() Analyser + Show Spoiler + ![]() Im not sure which one to take.. | ||
[UoN]Sentinel
United States11320 Posts
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OtherWorld
France17333 Posts
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Meavis
Netherlands1300 Posts
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EatThePath
United States3943 Posts
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The_Templar
your Country52797 Posts
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[UoN]Sentinel
United States11320 Posts
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Caviar
70 Posts
- Caviar ![]() | ||
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The_Templar
your Country52797 Posts
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Caviar
70 Posts
On July 23 2015 05:38 The_Templar wrote: @Caviar: The map looks nice, but it has two pretty common problems. The main looks too easy to abuse with blink and four bases looks overly trivial. The rest of the design is good, except I'd make sure that the other three bases in the corner aren't too isolated and close to each other. I plan on adding some doodads to that area outside the main to block off the majority of blink area from the low ground. The back lift area is big enough to blink two in at a time from lowest ground to main. I dont want to eliminate small blink play but I dont want an entire army to blink up. I see what your saying about 4 bases being too easy. I have similar concerns. I played a couple games on a slightly earlier version and it was difficult to get the 3rd but once you got it the 4th was easy. There is certainly a theme as far as expansions go. The 3rd is hard, 4th easy, 5th hard, 6th easy. I like it theoretically as a characteristic of the map but it may not play out that way. Im going to do some more play tests later and see how things workout. Thanks for the feedback! | ||
Zweck
Germany211 Posts
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Caviar
70 Posts
I think it works but it might be just too much. Which one should i go with. edit:different picture ![]() | ||
OtherWorld
France17333 Posts
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EatThePath
United States3943 Posts
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RoomOfMush
1296 Posts
![]() The third base is supposed to give you some strategic options. If your opponent takes his third at the south-west you can take your third at the south-west too for a more aggressive game or decide to take your third at the north-east for a more passive game. The two thirds also have different strengths and weaknesses when it comes to defending an attack. | ||
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-NegativeZero-
United States2141 Posts
oxide by freakling? seems everyone's remaking this map now, iezael's working on one, and i have wip versions for both starbow and regular sc2... | ||
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The_Templar
your Country52797 Posts
@RoomOfMush: I'm having trouble seeing the map. Bigger picture please? | ||
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