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your Country52796 Posts
Sweet design I like the ease of securing either fourth although both possible ones are very harassable.
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Oh wow that little is very smart, also nice to see ppl are using the LotV Spear of Adun textures! They are so pretty but hard to blend ;_;
Regarding the layout it is fairly interesting, the center may be problematic for ZvT, since it gives Terran something to clung on to, you could also do this to help with the accessibility of the center and allow more ambushesfrom the highground in the central path, but as it stands now it looks fairly fun.
What worries me a bit is how by taking this highground you win your fourth and fifth bases easily, this and the center may give Mech players a pretty big edge if they manage to take these bases, nonetheless the terrain right outside the natural might be open enough to force the mech players to split themselves too thin, but that can't be assured without further testing.
Other thing that you may be overlooking are the mineral and specially vespene placements, zerg players rely on them to know what his opponent is doing, with this set up it will be extremely hard for them them to see or guess what his happening on the enemy main, in most of my maps i usually leave 3 vespene geysers between the main and nat to be easily scout-able, that way if unsure Z players can always poke and risk his ovie to know what is going on and not rely to gambling.
The third as it stands now looks fairly good, but i can't avoid this feeling that giving players the chance to take the counter clockwise fourth would make the map more dynamic, for this you would need to add a set collapsible debris here, the position is so far away that it would make it basically indefensible for the player that decides to take the base, but the rocks would stall the enemy army or harassing forces long enough for the defensive player's army to get into position, opening holes in the defense of the normal third base where more harassing forces can slip in.
Overall i quite like the map, it may have areas where it is too chokey, but that's what gives the map flavour.
Oh also! You forgot to add the unbuildable debris at the bottom of the main ramps.
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Lovely looking map. Really cool layout. I'd love to see games on it.
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The first 3bases seem overly defensive and the 4th superhard. Looks like a very frustrating map for ZvT and ZvP.
And I'd split the middle sight blockers into two or three sections, so that you they're disconnected and don't work as one.
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while theres plenty of entrances to the 3rd, all are very hard to get through and provide a very easy 3rd base, to easy imo. other areas on the map have issues with dimensions, lots of areas are very choky.
also the single high ground texture is boring, at least mix in a 2nd.
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I personally like the single texture, but maybe it could be mixed with a second one. Would have to see it in-game. It is a bit too choky, so I would agree with Meavis there. Maybe widen some of the ramps and alter the center, although the center is one of the focuses of the map I can tell All in all I do like the map though
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Really like the map, not much to add here But on a more serious topic, sweet aesthetics ;p edit: The marines can chill on the beach besides the main base ♥
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Great map but I do wish it had an extra base or so, just feels weird to only have 8 bases like WoL beta. Edit: never mind I'm fucking blind. Great aesthetics but the green blob in the middle looks kinda out of place, I guess it is sorta like a place you could initiate an engagement?
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the original post has been updated to reflect some changes. natural resources have been slightly repositioned to put minerals out of tank range from the low ground.
the map should be uploaded to battle.net on all servers!!
On November 18 2014 06:12 Uvantak wrote:The third as it stands now looks fairly good, but i can't avoid this feeling that giving players the chance to take the counter clockwise fourth would make the map more dynamic, for this you would need to add a set collapsible debris here, the position is so far away that it would make it basically indefensible for the player that decides to take the base, but the rocks would stall the enemy army or harassing forces long enough for the defensive player's army to get into position, opening holes in the defense of the normal third base where more harassing forces can slip in. i feel that zerg is more likely to want an alternative fourth, and i do not think collapsible debris would benefit them in that location.
On November 18 2014 19:14 Big J wrote: The first 3bases seem overly defensive and the 4th superhard. Looks like a very frustrating map for ZvT and ZvP. i think the thirds and fourths are reasonable.
On November 18 2014 22:22 Meavis wrote: also the single high ground texture is boring, at least mix in a 2nd. as uvantak wrote, those textures do not blend well. they look better this way.
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On November 19 2014 22:01 NotAPlexaSmurf wrote:Show nested quote +On November 18 2014 19:14 Big J wrote: The first 3bases seem overly defensive and the 4th superhard. Looks like a very frustrating map for ZvT and ZvP. i think the thirds and fourths are reasonable.
I think with the small chokes it is very easy to wall and prevent counterattacks from zerg. Given how those chokes are a little forward and not very easy to guard this could still work out well.
The 4th bases you marked is my main point of critics. A Zerg defender has to attack through chokes into the highground attacker to defend. While the attacker just has to sit there and put a few ranged units over the cliff to deny the mining.
The other possible 4th has similar issues and spreads you even thinner.
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Very very cool, love the middle
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