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NA EU KR SEA By Timetwister22 v1.0
Playable: 154x114
Concept + Show Spoiler +Didn't really go all out with a fancy concept with this one. Took commonly used ideas and rearranged them into an unseen fashion. The back path that wraps around the third and fourth is pretty interesting, and looking to see what kind of harass/surprise attacks/cheese that will bring. Overall though, center control will be pretty important past three bases. Due to the lack of a Xel'Naga Watchtower, players will be spread out lategame with limited vision. Scouting and map control will be key.
Tileset + Show Spoiler + Shakuras Sand Dark Immortal Forge Gravel Shakuras Hextiles Immortal Forge Concrete Shakuras Rock Cracked Zerus Pebbles Zerus Rock
Shakuras Organic Cliffs - modified cliff mesh to support skybox background Zhakul'Das Manmade Cliffs
Shakuras Lighting - slightly altered to give a more purple hue.
Aesthetic Shots + Show Spoiler +
Change Log + Show Spoiler +
As always, feedback is more than welcome 
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I think you should take more drugs.
That being said, nice look to it, since I also take lots of drugs! (See: Fruitland)
3rd and 4th seem too close together, as in after you take 4th it is too easy to take a hold of both.
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That's a lot of rocks ! Sadly most of them aren't destructible + Show Spoiler +
Isn't the map a bit too chockey though ? You should really make all these rock destructible
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A completely new color scheme. I am amazed. I am so going to steal this.
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United Kingdom1381 Posts
Those colours are pretty distinctive, nice job!
It reminds me of Blistering Sands for some reason.
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what a nice looking map
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Cool map, but it's just going to be a push at the 3rd/4th every single game. Especially for TvZ.
I'd really like to see a 6th base somewhere on the map, and I'd like to see another choice of 4th. Maybe this needs to be 8 squares wider?
All in all I guess it's okay to have a small map with compact lategame that concentrates on the early-midgame, like here with the funky 3rd base setup.
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Dude, you didn't use my rock idea.
Cool colors though, reminds me of those secret levels in Super Mario World. Only one problem, I wanted to use that name, but never made a good map for it. Just wait, I've got something
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I actually don't think the path behind the 3rd and the 4th will get hardly any use at all, (other than maybe a zergling runby if the opponent is walled at the front) which is unfortunate given it's the only notable terrain feature.
Aesthetics are nice and fresh
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I like the colors.Looks sexy.
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On September 22 2013 00:46 iHirO wrote:Those colours are pretty distinctive, nice job! It reminds me of Blistering Sands for some reason.
Exactly my thoughts...
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Really top-notch aesthetics, it is very unusual and has one cohesive theme without going too overboard with doodads or wild colors. Not much to add about the layout, seems solid and I would love to see how the 3rd and 4th play out. I suppose the biggest question defensively is where to put up walls.
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