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Playable bounds: 156x128 Rush distance (main to main): 66 Rush distance (natural to natural): 45
Changelog: + Show Spoiler +Version 1.3: -Natural smaller and closer to main. -Third more choked up and closer to natural. -Overall aesthetic improvement of the edges of the map, including the addition of the edge of the Sea of Galilee.
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your Country52796 Posts
Three main concerns for me:
-Vertical third has strange proportions compared to the rest of the map. -Low-ground base tucked into the main is really, really easy if you take the horizontal third base. -Lighting in the natural doesn't fit with the rest of the map o.O
Otherwise, I like it; maybe there should be more ramps into the center low ground.
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i dig the roads/terran/crops mon man
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On June 14 2014 01:22 The_Templar wrote: Three main concerns for me:
-Vertical third has strange proportions compared to the rest of the map. -Low-ground base tucked into the main is really, really easy if you take the horizontal third base. -Lighting in the natural doesn't fit with the rest of the map o.O
Otherwise, I like it; maybe there should be more ramps into the center low ground. The landing lights might be a bit too bright, i'll see what I can replace them with, or maybe just remove the whole landing pad.
What do you mean about the vertical 3rd, how are its proportions weird? Too open?
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I like the overall theme and style of the map. It's hard to do a map in this theme and still make it badass/pretty enough. For example it's easy to make a map like this suck when you just focus on making aesthetics/layout look cool. Map design is really important ( whole point of making a map i guess) You seem to of unified those things together quite well. Ontop of that i find this map to be creative even though it has a very plainsy/naturey theme too it. Not too over the top yet elegant and still captivating.
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your Country52796 Posts
On June 14 2014 01:32 moskonia wrote:Show nested quote +On June 14 2014 01:22 The_Templar wrote: Three main concerns for me:
-Vertical third has strange proportions compared to the rest of the map. -Low-ground base tucked into the main is really, really easy if you take the horizontal third base. -Lighting in the natural doesn't fit with the rest of the map o.O
Otherwise, I like it; maybe there should be more ramps into the center low ground. What do you mean about the vertical 3rd, how are its proportions weird? Too open? Yeah, it's just really big for no apparent reason.
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I commend you for use of this tileset, it's a tough one to make work imo.
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I think the openness of the vertical 3rd is more than compensated by only two entrances and the tower watching every path except the long one around the outside.
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Made a few changes. Now that the vertical 3rd is more choked up, is it the best option to take, or does the other options still have their merits?
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It's still extremely open - I doubt what you did will have any significant effect on the gameplay. Sure the base itself might be more choked, but all the fighting to attack and defend that base will still take place in the adjacent open area.
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Basically it will be easier to defend versus lings, since you can now easily wall the edge of the nexus/CC/hatch. Most units will take a long time to reach the 3rd not through the mid path, so even though the 3rd is still pretty open, I think the change does help vs the 1 unit that wasn't that affected from the large distance.
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