Some fancy doodad work here but the tilt effect was a bit unnecessary.
Now onto the important stuff, I don't see why people keep making these "close inbase nat + close third" setups. Ever since Calm Before the Storm we've seen that the negative gameplay effects arn't worth it. If the inbase nat and/or third was a bit futher away it would make more sense.
Also, I've seen people using bases with the mineral line facing the opponent alot lately. What you have to realize is that this is great for everyone except ZvT, giving Z a disadvantage. Maybe if the map in general was ZvT favored it could balance it, but this is not.
I think this map would reinforce the current state of balance with Z underperforming.
That one is actually impressively clever. The 4 bases setup seems easy but the highground vulnerability of the fourth is huge. I'm not a fan of inbase naturals but the ramp not being defendable by overcharge is quite important. I also disagree with the texturing being underwhelming. Love that one ! Would be perfectly OK with it joining Overgrowth in the next legit pool
I don't mind the texture work. The doodading makes up for it and them some. Can't say I'm a fan of the exposed 4th. Zerg tears. The rest of the map seems legit though.
I think it would be cool to have a backdoor bridge at the inbase natural with rocks on it, to open up the possibility of taking your fourth at the 3/9 o'clock bases instead of the exposed third and having two independant attack paths towards the ennemy's main. But it"s a very cool map though. I don't like the Terran theme much because there are a lot of maps lately with that theme, but the texturing/doodading itself is fine.
I love the overall design except for how close/easy 3 bases are. I don't get why almost every map with an in-base nat also places the 3rd as close to the main as a normal nat.
Edit: Ion is a great example of a map with an in-base nat that avoids this problem.
I really like the attack paths and the importance they give to those two forward plateaus. Ingenious design.
Side thought - This map looks solid and I look forward to seeing it in proleague, if that is to be its destiny, but it's funny ... we see maps of similar quality all the time on TL (KTV, Yeoul, etc) and I'm wondering where the opportunities are for those maps. We don't even have a regional NA tournament to pick up our bad foreign-made maps anymore...
Did you just paint bucket each ground level? I don't like it. It's open, it's bare, it looks bad, mineral fields look like shit. Too many people just think "it's jacky, perfect map!" It also looks better because you Photoshopped the aesthetic pictures to include a field of depth. (depth of field? w/e)
It's also completely linear and you don't have any choice in what expansion you take. Zerg "might" take the open base as their nat, but honestly that's not worth it. It'll most likely be the same games over and over again.
Actually you've converted me SidianTheBard. I dislike the expansion pattern as well. Actually, I dislike any map that gives you no good choices of 3rds/4ths. Free bases and linear gameplay still makes no sense to me.
On December 14 2014 16:28 SidianTheBard wrote: Did you just paint bucket each ground level? I don't like it. It's open, it's bare, it looks bad, mineral fields look like shit. Too many people just think "it's jacky, perfect map!" It also looks better because you Photoshopped the aesthetic pictures to include a field of depth. (depth of field? w/e)
It's also completely linear and you don't have any choice in what expansion you take. Zerg "might" take the open base as their nat, but honestly that's not worth it. It'll most likely be the same games over and over again.
You're being harsh on the aesthetics. I played the map and it doesn't look bad at all.
I agree the map is very linear though. Maybe a bridge with a rock between the natural and the base just above could make the map more interesting.
The expansion pattern is very linear, but I think the terrain more than makes up for it. There are high ground plateaus and choke points where it really matters, making basic positional aspects on this map very interesting.
Hello guys. I give reply. (Thanks for estimations!)
1. Many people point out about map design. I like simple so not favor fancy. Don't worry. If this map is in Ladder Pool, I design more. (Sorry for who expect my design)
2. Its concept is 'tug of war' map. Player gets inbase nat, third and occupies to employ many army based on abundant resources to win enemy. So, I choosed linear expantion style. if I design non-linear expantion style to give choice, maybe players confuse what is more important : occupy forward plateau or where expo is important. I judged to better purpose. (Not bad to design non-linear expo)
Zerg is somehow unfavorable, then change playing style. Most of people thought zerg is unfavorable in Planet S, it isn't. Of course, I may miss my tip. Then, modify map or refer to next map.
3. Lastly, I respect designer's works. Your works are excellent, My works are excellent. Respect others works. -__-