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Hello all. I am a pretty new mapmaker. This is my first map thread!
This is Sleipnir 1.4:
![[image loading]](http://i.imgur.com/X88B6Ci.png)
Uploaded on NA and EU
The goal is to make a worthy map for a two-entrance main concept. The natural expansion is easy to defend or wall with an 8-wide choke. The close third is easy to take but opening those rocks early significantly reduces the rush distance.
Analyzer + Show Spoiler +
Details + Show Spoiler +Main + Nat ![[image loading]](http://i.imgur.com/yS479hm.jpg) 3rd ![[image loading]](http://i.imgur.com/GA7UB4K.jpg) Passive 4th ![[image loading]](http://i.imgur.com/W39TrXp.jpg) Forward 4th ![[image loading]](http://i.imgur.com/jAlUfAb.jpg) Center ![[image loading]](http://i.imgur.com/VFam1mp.jpg) Path out of nat ![[image loading]](http://i.imgur.com/wsVc91E.jpg)
Changes? + Show Spoiler +v1.3+v1.4 - Embiggened main. Opened pathways to 3rd and through middle. Moved XNT. v1.2 - Posted to TL overview + Show Spoiler +v1.1 and earlier - mucking about with aesthetics
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Although the natural is cool and all but main can basically be blinked in/sieged/dropped from a 180 degree angle. Also there are way to many ramps and chokes. Some corridors are very awkwardly tight, zergs wouldn't like this map.
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After some more testing I agree about the corridors. The trouble spots are the split ramp outside the 3rd and the narrow ridge of high ground branching off the middle. The path between the 3rds and the corner bases is also awkward. Ideas ideas ideas...
The main is out of blink range on its whole front edge. Stalkers have to be in the 3rd area or the nat area to blink into the main. Siege mode of course is a different story. I'm planning on taking out most of the space in the back edge of the main to give more room and make it easier to simcity and not worry about getting owned by tanks. The main is pretty small as it is so it's a good change.
looking forward
... changes implemented!
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I like the update, looks way better than the original version.
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