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LyotePublished to: [NA]Created by Scorp
![[image loading]](http://i.imgur.com/wVSZb7J.jpg)
I haven't done a lot of maps lately, but finally found time to get back into the editor. Title is a dedication to our beloved critter.
Bounds: 132x138 Lyotes: 2
Close-ups+ Show Spoiler [Show Images] +Changelog+ Show Spoiler [Show Changes] +1.3Moved natural choke closer Removed rocks between natural and third Adjusted openness throughout the map Aesthetic improvements 1.2Added path through the center Adjusted path width in several areas Fixed mineral placement at 2/8 bases 1.1Adjusted width of central paths Removed rocks from central paths Added Line of Sight blockers to central paths Widened ramps at 8' and 2' Minor aesthetic tweaks Original version: ![[image loading]](http://i.imgur.com/O2sQdCf.jpg)
Feedback is, as always, welcome and well appreciated.
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your Country52797 Posts
The rush distance seems really long. Pretty interesting design though.
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I get the idea of the map, but I think the lack of wide attack path is really bad here. You're basically forcing either a split map situation or a air vs air battle, which is not really exciting.
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On December 22 2014 21:34 The_Templar wrote: The rush distance seems really long. Pretty interesting design though. As soon as the rocks in the center are down, the distance by ground is rather decent. I have thought of removing those rocks for some time now, but no decisions made so far.
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On December 22 2014 21:21 Ej_ wrote: split map SH/mech much? Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too.
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On December 22 2014 22:12 Pontius Pirate wrote:Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too. We don't even have a date for LotV's beta...
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On December 22 2014 22:22 algue wrote:Show nested quote +On December 22 2014 22:12 Pontius Pirate wrote:On December 22 2014 21:21 Ej_ wrote: split map SH/mech much? Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too. We don't even have a date for LotV's beta...
Regardless. I'm already designing maps for lotv and I know others are too. Wouldn't be a stretch to think Scorp is too.
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On December 22 2014 22:12 Pontius Pirate wrote:Maybe it's intended for LotV. I actually really like traditionally split maps when both sides miraculously decide not to turtle. I like the basic idea of it, but I think the pathways on the ends of the wall need to be much wider, and the map could in general use some more elevation changes to spice it up. Some LoS blockers would be nice too. While not specifically intented for LotV, I did have the changes in mind as you might have guessed. But seeing as LotV beta is not even out yet, HotS still is the priority and I will alter the map based on that. I am currently playing around with a couple of different changes regarding the attack paths that should dampen the splittyness slightly, while staying true to the original design. Thanks for your feedback.
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Version 1.1 Please check out the changes and let me know what you think!
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Nice changes, I really like it. However the highgrounds in the top right and the bottom left are useless now. You could aswell make these area flat (it would weaken the choke points created by the ramps and creat more maneuvering possibilities in the area).
Edit : You also missed an opportunity to make an island with a gold base in the very middle of the map !
Edit 2 : Could you post a picture of the previous version of the map pls.
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On December 25 2014 21:10 algue wrote: Nice changes, I really like it. However the highgrounds in the top right and the bottom left are useless now. You could aswell make these area flat (it would weaken the choke points created by the ramps and creat more maneuvering possibilities in the area).
Edit : You also missed an opportunity to make an island with a gold base in the very middle of the map !
Edit 2 : Could you post a picture of the previous version of the map pls. Previous version has been added to the changelog. Yea the change to the center path definitely renders the other path less valueable, but that's just the consequence I guess. Could still prove useful in certain situations.
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I can totally see a path going straight through the middle, but at the same time the rush distance might become too short as a result. Still like it though, one of my favorites from you.
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It's better with the changes I think. Maybe add a path in the middle with rocks on it.
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could add a high ground path with rocks and xel'naga in the middle yeah
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Really cool design, I agree as well on the middle path. It seems to have a lot of split map potential but there is also potenting for harassment (ie the positioNing of the minerals being outwards and harass able by air.
A few tweaks here and there and this could be a very interesting map.
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I like the idea here, a path through the middle would work but it might be more interesting without. 2/8 have iezael minerals, they need fixing.
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United States10029 Posts
i would really like to see a middle pathway, no rocks. it would make the map much more dynamic and make map control more focused. right now its a 2 choke, hold 6 bases design. minus air obviously but ill just throw up like 2-3 air defenses at every base easy. plus, if one person goes air and the other goes ground, if the air sends to try to harass, ill just march my army into your natural and win.
just too hard for a map to critique with so much splitness.
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Changes:- Added path through the center
- Adjusted path width in several areas
- Aesthetic improvements
- Fixed mineral placement at 2/8 bases
Let me know what you think!
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Third seems a bit hard, how about changing it to be destructible towers instead of rocks? Or even removing the rocks altogether and making the nat choke to be before the split paths. Overall the bases are very spread out, which should be interesting I think.
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