[M] (4) Cactus Valley RE - Page 2
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Shkudde
Netherlands709 Posts
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Ferisii
Denmark199 Posts
Hopefully the middle area becomes more meaning to control with this new design. | ||
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Plexa
Aotearoa39261 Posts
![]() I think these rocks actually add a ton to the map, unlike most rocks. For the time being imagine you are bottom left vs bottom right, you now have two more or less immediately viable attack paths. Because the center is immediately accessible controlling the watch tower is important to spot movement through the center, but not all powerful because you can still take the low ground path. Imagine your opponent is attacking through the low ground path, now you can destroy the rocks between your entrance to the high ground area and the ramp leading to the low ground. This opens up more accessible flank opportunities for Zerg (and to a lesser extent for other races) and some interesting fight possibilities! Similarly if the opponent is moving through the center destroying your rocks is advantageous so you can attack from multiple locations in the center (although you can't exactly flank, you still increase the surface area of your army). When both your rocks and your opponents rocks are destroyed then you have three attack paths between you and your opponent which have varying amount of utility depending on which expansions are taken. | ||
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FlaShFTW
United States10029 Posts
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Ferisii
Denmark199 Posts
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Plexa
Aotearoa39261 Posts
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IeZaeL
Italy991 Posts
![]() Also On January 22 2015 22:01 Plexa wrote: The end results is quite different to how this map started out, but I really like how this turned out! Hopefully we get to see some games on it at some point in the future. I think there isn't much more you can do to make this map better through theorycraft! Tlmc winner :D | ||
Ferisii
Denmark199 Posts
![]() Showcase reel from the earliest version to version RE 1.3 Currently I'm now just tinkering with the details that are out of place and whatnot. But still, if there's any issues with the map, I Still would love to hear about them! Note to future self: Make an overview image whenever you make a new map version! So much time can be saved! | ||
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Plexa
Aotearoa39261 Posts
On January 22 2015 22:21 IeZaeL wrote: Uhm its really nice gameplay-wise. Aesthetics could be better though. Will try to get some images in the next hours about it ![]() Also Tlmc winner :D If only I got to pick the winners ![]() | ||
Ferisii
Denmark199 Posts
Besides some minor detail changes, the natural area has been slightly reduced in size, to make it less easier to sneak in buildings. I'll make an updated map video preview tomorrow. Edit: Aaand done. Edit2: Ops, aren't the last patch after all! 1.5 will hit some time this week. | ||
Ferisii
Denmark199 Posts
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Plexa
Aotearoa39261 Posts
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The_Templar
your Country52797 Posts
On March 25 2015 05:13 Plexa wrote: hype! I bet you're glad this one is in ![]() | ||
Ferisii
Denmark199 Posts
![]() Edit: Seeing as Blizzard uploaded a new version of Cactus Valley, I've decided to temporally take down the specific spawn versions till the new season starts. | ||
EatThePath
United States3943 Posts
Since it's bliz' map in beta I guess they'd have to go through the motions to fix it but you might want to address on your end for now. [edit] + Show Spoiler [pictures] + I just checked the bliz version available in hots and it has this same issue, where at least 1 square against the cliffs is unbuildable/unpathable. To be clear, you can still wall effectively but the choke is (I assume) smaller than intended. More importantly, it looks like buildable/pathable ground but it isn't. [edit 2] + Show Spoiler [picture] + lol, as suspected your original version is fine, it's only bliz's that has the footprint issue. | ||
Ferisii
Denmark199 Posts
My only guess as to why they painted pathing there, was probably to make it slightly easier to wall off. | ||
Fatam
1986 Posts
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EatThePath
United States3943 Posts
If that is intentional, ...just... why? It's like they don't have a melee mapper in residence, or something. | ||
OtherWorld
France17333 Posts
On April 03 2015 02:19 EatThePath wrote: Wait, they added painted pathing there? After looking at it, I thought it might be from a copy-paste that misplaced some doodads. If that is intentional, ...just... why? It's like they don't have a melee mapper in residence, or something. Blizzard's Map Modification Team strikes again | ||
Ferisii
Denmark199 Posts
Edit: Oh, and, Cactus Valley (currently the LE version) is being played in Starleague now! | ||
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