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Red Rock Ridge by lefix Size: 152x152 Available on all Servers
Pretty standard 4p map overall, but the vertical thirds have a mineral wall designed to also extend vertical rush distances, without blocking the path completely. No Xel'Naga towers. All spawns enabled. Mar Sara in space is pretty cool, too!
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I would say why not put rocks next to the mineral wall and get an even better rush distance for vertical by forcing them to go through middle and use the cool highgrounds there. You only buy what, 5 more seconds of rush time with the partial wall? Then you get a kind of cool dynamic where someone can try and be sneaky and break the rocks to use the alternate route and catch someone off guard.
+ Show Spoiler [like this maybe] +
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That wouldn't do much. With the minerall wall, the shortest path already leads through the mid highgrounds. Also, I don't want to block the path completely. Lings should still be able to defend against marines/stalkers on the other side of the minerals.
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This is a really cool map. I like it. The highgrounds have a really cool dynamic in that they're important in all spawn orientations but for different reasons in each. I like the aesthetics as well.
Vertical/cross spawns play out the coolest IMO, as a combination of the different attack paths through the high grounds, the sneaky runby path past the minerall wall thirds, and the backdoor connecting your third and fourth. Not that horizontal spawns are bad though, since they force you to use the high ground to cut off attacks towards your third. Both are cool.
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How did you display the background, it stays black for me whatever the options i choose.
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Change the skybox Change camera to space
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I don't get why you chose to have it in space instead of on the ground, the looks of the map does not fit as an asteroid or a space station imo.
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On June 15 2014 01:37 moskonia wrote: I don't get why you chose to have it in space instead of on the ground, the looks of the map does not fit as an asteroid or a space station imo. because of this :D
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You can just have the backround be blue sand/ water though. Would be better imo.
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There's a whole lot of map in between the nat and those 6/12 thirds. I've said this like three times. + Show Spoiler +
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On June 15 2014 08:35 NewSunshine wrote: There's a whole lot of map in between the nat and those 6/12 thirds.
This could be fixed if you flipped the third and placed it up against the main. Would make this map even more reminiscent of Entombed Valley than it already is, but that's not a bad thing. It's unique enough with the connecting paths at 6 & 12 and the middle layout. Maybe add rocks to the 6 & 12 ramps? If the base was closer to your main and the ramp was farther and walled off the third might be takeable in horizontal spawns.
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On June 15 2014 08:35 NewSunshine wrote:There's a whole lot of map in between the nat and those 6/12 thirds. I've said this like three times. + Show Spoiler + But the amount of ground distance your army has to cover to defend 3 bases isn't abnormally far at all.
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I don't really see the problem either. The ground distance doesn't really seem to be any longer than frost, overgrowth or king sejong station for comparison.
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As a Terran I wouldn't wanna play this map. Beautiful design for P/Z though.
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On June 18 2014 17:10 lefix wrote: I don't really see the problem either. The ground distance doesn't really seem to be any longer than frost, overgrowth or king sejong station for comparison. No, the ground distance is relatively normal, but if someone tries to pull you apart with drops you have a lot more ground you have to cover all of a sudden. Usually when drops can do that, the ground distance you have to cover should be relatively short compared to other maps, I did that in Gorgas Marsh. Also, the simple matter of creep spread makes it a bit of a pain.
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On June 15 2014 01:09 lefix wrote: Change the skybox Change camera to space
TY so much!!!!
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