Color Crush is a 1v1 map with a fairly standard layout. You can expand normally up the sides or you can expand aggressively to the gold bases. Much of my inspiration of this map came from Shakuras Plateau which in my opinion shows because it has many similarities to that map. All of the "bulls-eye" high ground pods are droppable to encourage siege tank pushes.
Thoughts: When thinking of this map, I wanted to design something similar to Shakuras Plateau and I think I kind of did that. It has a layout very much like Shakuras did, has high ground pods & watchtowers in the middle and it also has the vertical spawns disabled.
I believe this map could be very good for any race and it allows many options for each race. It could also come down to battling over all the middle bases (the golds + normals) that happened in shakuras many times.
I really like the asthetics, i'm to tired to really analyze the layout, but i can't find any problems with it except maybe a little bit of split map, but not as bad as shakuras. Anyways, great job, cool map
The green grass is off putting, needs to be more of a neutral color like the grey of the rest of the map. Seems standard enough aside from the wacky aesthetics.
You could always use regional lighting to recolour the grass in each section of the map. Cannon rushes look pretty strong behind the nat, third and fourth. Any analysis on them?
I also just spent far too long on that banner. Oh lordy what's wrong with me.
On September 06 2014 19:44 algue wrote: We're in 2014 and some people still forget to indicate the playable bounds of their map.
I added bounds in OP. 172x148.
On September 06 2014 19:14 Yonnua wrote: You could always use regional lighting to recolour the grass in each section of the map. Cannon rushes look pretty strong behind the nat, third and fourth. Any analysis on them?
Plenty of space behind them, I don't have the an updated analyzer but here are some pictures: + Show Spoiler +
On September 06 2014 14:24 Plexa wrote: The green grass is off putting, needs to be more of a neutral color like the grey of the rest of the map. Seems standard enough aside from the wacky aesthetics.
I'll keep doing small updates on this map, I might possibly replace the grass with something else soon.
Don't you have texture slots open? It looks like it. If you could, add Shakuras Dark Sand, Agria Yellow Grass and Redstone Rock, for the other 3 quadrants. I would also remove the decals where they overlap with the roads, and make it look as neat as possible.
On September 08 2014 10:30 NewSunshine wrote: Don't you have texture slots open? It looks like it. If you could, add Shakuras Dark Sand, Agria Yellow Grass and Redstone Rock, for the other 3 quadrants. I would also remove the decals where they overlap with the roads, and make it look as neat as possible.
Damn you, I'll look into it.
On September 08 2014 11:29 -NegativeZero- wrote: You should shift the terrain horizontally 4 tiles so you can make the water symmetrical.
Kept working on Aesthetics. NewSunshine had a great idea so looked through some textures and changed it up to make it more separated into quadrants. Haven't done the water thing yet, unsure if I will, but went ahead and put "mixed" colors at the midway points just so it looks nicer.
Removed some LoSB and some "sparkles" because they were causing FPS loss pretty hard.
OP has been updated with new Top down & Angled Overviews.
From the point of view of the layout it looks pretty damn solid, i like the lowground in front of the third bases, because that's the place where a deathball would park making it harder to hold 5 bases. The map is quite open, but not too much, maybe in time you may need to remove/reduce the amount of droppeable highground pods, but other than that from a layout point of view it looks pretty awesome.
Now regarding the gold bases in the middle i'm not a fan of those they provide just too much of a reward for the map, my advice here would be to change those bases to a normal mineral line with rich vespene geysers. Because of the layout it may lead to long macro games, the map has enough bases as it is to support those, in such games the gas plays a more important role, not to mention that it is a harder gamble to take one of such bases if the reward is minor or if such reward plays a big role in the far future.
On September 09 2014 10:36 Uvantak wrote: So pretty ^^
From the point of view of the layout it looks pretty damn solid, i like the lowground in front of the third bases, because that's the place where a deathball would park making it harder to hold 5 bases. The map is quite open, but not too much, maybe in time you may need to remove/reduce the amount of droppeable highground pods, but other than that from a layout point of view it looks pretty awesome.
Now regarding the gold bases in the middle i'm not a fan of those they provide just too much of a reward for the map, my advice here would be to change those bases to a normal mineral line with rich vespene geysers. Because of the layout it may lead to long macro games, the map has enough bases as it is to support those, in such games the gas plays a more important role, not to mention that it is a harder gamble to take one of such bases if the reward is minor or if such reward plays a big role in the far future.
It's actually the main reason why I added in so many drop pods was because I felt it was a little too open at parts so I wanted places that you could place tanks / collosus / reapers / air units to feel a little "safer" if making a slow push. Part of me is thinking I might try experimenting with the horizontal distance of the map. It's 172x148, which isn't that bad since that's overall less surface area then 160x160 which is what a good chunk of 4p maps are now a day, but I still think I could shrink it a bit and possibly bring it closer to 160x148 or so.
The change from Gold > High Yield gas is actually quite an interesting idea. The more I think about it the more it does make sense since there are plenty of bases on the map that minerals should almost never be a problem. I'll toy around with this idea!
Also, wtf textures! I've had to fix up so many of those so far, no clue how I keep missing those little spots. >.<
Wow! Was keyword searching for something and stumbled across this thing. Never saw it before, but such a neat simple concept. Would love to see this somehow revived for LotV.
Haha, dammit Fatam lol. I actually can't edit the OP but the OP pictures are a little outdated. I'll just post the newest overview I have though. Basically changed the gold to normal and added lots of ramps to the high ground pods so they are less abusive. (and more race friendly and not just terran favored)
Although, these changes were done back for hots, so maybe having the drop pods & gold base back would be awesome for lotv.
On January 20 2016 23:49 SidianTheBard wrote: Haha, dammit Fatam lol. I actually can't edit the OP but the OP pictures are a little outdated. I'll just post the newest overview I have though. Basically changed the gold to normal and added lots of ramps to the high ground pods so they are less abusive. (and more race friendly and not just terran favored)