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It's maps like these that make me wish I was a mapmaker, because if I was, then I would say something like, "Let's get married and make great maps together. <3"
TRANSLATION: I like the map.
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United States10028 Posts
in theory there's like 3 chokes for you to defend to take 5 bases. coupled with the lack of air space around for players to drop it seems like a very turtley map. i guess the shorter rush distances help with that problem. i would like to see more bases being harder to take//more contestable. for example move the top left and the bottom right bases closer to the 3/9 positions. otherwise though its a pretty good map.
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4 bases seem really easy. Actually 5 bases as well. Not that makes a map by definition "bad", but you might want to alter that. Hard to tell from the overview but the grass texture to sand texture seems rushed and not very natural. But yeah it would be nice to have some close-ups. I do like the 3rd base options, as well as the short rush distance and middle of the map (the close proximity of the forward 3rds is nice).
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Disagree with bases being to easy, what's really giving me doubts about this map, is the huge walking distance trying to get around the forward base
As for aesthetics, cliff edges look a bit weird in some places, where they either break the mold or are to continous, also textures are seperated to cleanly imo, could use a better transition or more textures blend in
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your Country52797 Posts
Agreeing with Meavis here. Those air spaces in the center seem unnecessary. I really like the choice of third bases, and I don't think 5 bases are way too easy or anything.
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I feel like this might be the direction that Legacy of the Void maps will take (assuming nothing changes). I'll give it a play and see how it feels when the LoTV mod comes out. In general I like this map though.
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NO PARKING
Taking the air space buffer off the forward base will make it easier to attack, which I assume is why you put them there in the first place. I agree with Meavis and Templar that it's better without the space, and the base being easier to harass would be fine. It could be the fifth after all.
oh yeah and can we get an analyzer or some close-ups? It's lookin' real good but I want some details
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Thanks a lot for the comments. I agree that the airspace around the forward base was a bad idea and have removed them. I also added small high ground pods near the middle ramps and los blockers to the sidepaths.
Updated opening post with new images and an analyzer image, I'm a bit concerned weather the pathways are a bit too open, but that is easily remedied if that is the case. I'm also wondering if I should add Xel'naga towers to the 11/5 o'clock openings, I generally don't like them in maps but it might actually help with the map not being that turtley (which it might not be in the first place) because they could be used to give high ground vision.
I'll try to add some closeups later tonight, drop a message if you want something specific to be shown. (Walloffs, Range etc.)
Also, if anybody happens to play this map, I would love to get my hands on some replays. Thanks.
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looks like a nice 1v1 map to me.
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not bad, very standard, but well done imo
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Yes.
Updated OP with publish info.
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Updated Overview pictures in the op. Only aestethical changes. Added closeups to op.
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