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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 States10094 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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United States10094 Posts
On January 11 2015 01:39 moskonia wrote: 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. agree. close up the natural choke a bit to allow an easier time to forge FE. you have your choke way too far out, plus if you put it at the smallest point of the choke, they can circumvent it by just breaking down the rocks at the third. ideally your forge and wall should be a close to the natural as possible to allow quicker probe pulls and more time to get out more units.
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path in the middle is fucking awesome btw.
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Maybe have a collapsible rock tower in the middle?
I imagine such an important route would mean the tower would actually be used and make for interesting plays.
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I really love the main-nat-third setup. The destructible rocks on both sides of the third are really interesting and definitely one of the defining features of your map (the other being the center layout).
I'm surprised this came in 4th, I would've expected a higher score after looking at the overview. Thinking about it more in depth, however, there are some fixes you could try.
I agree with moskonia and FlaShFTW that the third is a bit hard and that the natural choke needs improvement. You could push the smallest area to wall off further in the natural and remove the rocks to the third to allow an easier time expanding there.
I think that the most open area of your map should be the two areas outside of the central middle path, to the left and right of the middle. Right now the last expansion is the most open area. What I'd do is shrink the unpathable areas inbetween the ramps from the corner high grounds and to the sides of the high yield expansions. I'd then add one in front of the final expansions. This way the more open areas are closer to the middle rather than the final expansions, where action won't happen until late game, if it even goes that long.
EDIT: I forgot to say why these areas should be the most open. They are the two areas that connect the map. Since you only have two, it's very important that they are open so that you don't get split map scenarios. They have to be difficult to defend areas.
Another way to accomplish this would be to stretch the map vertically, but that might mess with the tight center path.
EDIT: The cream color represents pathable low ground while black is unpathable high ground. Sorry for the poor representation of my idea, this is my first time using MS Paint believe it or not haha. + Show Spoiler +
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Update
![[image loading]](http://i.imgur.com/wVSZb7J.jpg) Changes:- Moved natural choke closer
- Removed rocks between natural and third
- Adjusted openness throughout the map
- Aesthetic improvementss
Lyote changed a lot since the first release, and for that I want to thank everyone who has left feedback - it really makes a difference. I feel the map has gotten into a pretty good state, but may or may not do additional adjustments in the future.
Let me know what you think!
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Nice, feels better than the older version. 4th bases are not easy, but I think they are not too hard as well. Only issue I see is that the 3rd bases might be a little too easy, which could cause some turtling, especially for toss, but I don't think it is an issue in the current meta.
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