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On September 12 2012 08:04 Praetorial wrote: This map has too much open space, fill in everything past the naturals with rocks Seriously, the name promises a huge sink filled with rocks.
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I know, how dare I make an attempt at an actual map.
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why are there no rocks at the third
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United States10025 Posts
On September 12 2012 08:04 Fatam wrote:Show nested quote +On September 12 2012 07:52 FlaShFTW wrote:needs more rocks. until then, i give map 0/5.  cold brother, cold. i apologize. your map name is misleading.
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He told me to, but I talked him down. I told him I would put 2 rocks in the middle with his precious blizzard sign and that made him happy.
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Updated. Fixed a couple little things like moving the supply depots, but most importantly added an alternate attack path for vertical spawns on the outer ends of the middle walls. Updated the overviews.
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The map should be Shakuras Plateau—style spawns (rotated 90°)
Horizontal spawns just seems to be way too much of a problem.
Also is that rock wall in the middle solid aside from the ends which are destructible, or are there some holes? I'd say there should be holes. The overall look of the center just seems really weird, and the distance of the rock wall before destructible rocks seems a bit too long.
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China6326 Posts
The amount of rocks holy crap...
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On September 12 2012 19:00 Xapti wrote: The map should be Shakuras Plateau—style spawns (rotated 90°)
Horizontal spawns just seems to be way too much of a problem.
Also is that rock wall in the middle solid aside from the ends which are destructible, or are there some holes? I'd say there should be holes. The overall look of the center just seems really weird, and the distance of the rock wall before destructible rocks seems a bit too long.
Thanks for the comments. I am ok with making it just 2 out of the 3 possible spawns allowed a la shakura's or tourney version entombed. As long as 2 of the 3 are balanced, I'm happy (ofc I'd like it to be all 3, but -no one- seems to be able to pull that off just yet, despite attempts by all skill-levels of mapmakers). When you have a 4 player map where only cross-spawn works, there's no longer any point, since at that point it is just a less-interesting 2 player map.
The walls - there are holes that you can see and shoot through, but not any that you can -walk- through. It is a unique thing, no doubt, and maybe it looks a little weird from an overview perspective, but gameplay-wise I'm not convinced there needs to be any pathable holes made. a) It's really not that far to go around the wall on either side. It's similar to Entombed Valley in this respect, except that the path around is actually shorter here, just the width of it makes it look long. b) if you were to make pathable holes in the wall the rush distance for vert. spawns would be too short.
I think I -will- get rid of the rocks on the outside path though. It's probably unnecessary punishment, i.e. players should be rewarded not punished for using the sneaky attack route.
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Got rid of the outside rocks like I was talking about and made a couple other changes to that area. Also moved the towers to the N and S respectively 1 square to slightly widen the distance between the edge of XNT vision and the middle wall.
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This map looks like it could be really good, despite the excessive use of rocks, the one problem I have right now is horizontal spawns.
If you get a TvZ with horizontal spawns, I don't see how zerg can possible stop a 2base marine/siege tank/medivac all in, because you can lift your units in medivacs and abuse the hell out of the high ground, (You don't kill your natural's rocks). And if the colossus/reaper path is able to get siege tanks up on via a medivac, it get's even harder and zerg will mostly be forced into mutalisk with those spawn positions.
I would suggest maybe moving the naturals a little further back for those spawns.
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On September 13 2012 18:22 Hiea wrote: This map looks like it could be really good, despite the excessive use of rocks, the one problem I have right now is horizontal spawns.
If you get a TvZ with horizontal spawns, I don't see how zerg can possible stop a 2base marine/siege tank/medivac all in, because you can lift your units in medivacs and abuse the hell out of the high ground, (You don't kill your natural's rocks). And if the colossus/reaper path is able to get siege tanks up on via a medivac, it get's even harder and zerg will mostly be forced into mutalisk with those spawn positions.
I would suggest maybe moving the naturals a little further back for those spawns.
Thanks for the input. I'm not exactly sure which highground you mean. The highground inbetween the nat and the 3rd is unpathable - it's just there to create chokes and be an overlord spot. Maybe I need to put some doodads (rocks/trees/w.e) there to make that more clear. About the other side of the natural, I'm not 100% clear what you meant by the abuse of the reaper/colossus spot with tanks but I'll make a drawing with some distances and maybe that will clarify things. Hopefully I'm not missing what you're saying here.
+ Show Spoiler +
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So I just updated this to 1.0. I had been putting off polishing up the aesthetics (because aesthetics can be boring and I really prefer to work on strategy-related things) but I think this should be an improvement over how it was. (the OP is fully updated to reflect all changes, or you can be lazy and click the spoiler below cuz I'm nice and copy pasted for you).
Aesthetics: + Show Spoiler +
I also disabled horizontal spawns, which addressed the main balance issue of the map.
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On September 11 2012 18:00 Superouman wrote:Your map feels incomplete ![[image loading]](http://i.imgur.com/FjBbZ.jpg) ME GUSTA!!
No really, I would like to see a more macro-oriented version of this in the ESV Koreanvoice Weekly's map pool.
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i thnk its pretty cool. but the rock jokes are pretty funny too
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thanks. And yeah they are, I think I might have shot myself in the foot calling it that though (even though I love the rock humor) because it's hard to get actual comments about the balance of the map lol everyone just wants to make rock jokes (which I can';t totally blame them)
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Wow! The aesthetics of this map feels like good old BW maps. I love! How is the balance? I'll have to try it out!
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