by LComteVarauG
Available on SEA and NA
--- Version 1.2 ---
--- Preview ---
---
--- Aesthetics ---
---
--- Analyser ---
---
Changes:
+ Show Spoiler +
This map was made with Niflheim, Kaldir and Umoja textures. Feedback, as always, is appreciated.
Forum Index > SC2 Maps & Custom Games |
LComteVarauG
Australia158 Posts
by LComteVarauG Available on SEA and NA --- Version 1.2 --- --- Preview --- --- --- Aesthetics --- --- --- Analyser --- --- Changes: + Show Spoiler + This map was made with Niflheim, Kaldir and Umoja textures. Feedback, as always, is appreciated. | ||
OtherWorld
France17333 Posts
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep? | ||
LComteVarauG
Australia158 Posts
On February 21 2015 17:38 OtherWorld wrote: Looks like you forgot the destructible plates at the ramp? Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep? Yes, oops, I forgot the unbuildable plates. I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall. | ||
OtherWorld
France17333 Posts
On February 21 2015 17:49 LComteVarauG wrote: Show nested quote + On February 21 2015 17:38 OtherWorld wrote: Looks like you forgot the destructible plates at the ramp? Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep? Yes, oops, I forgot the unbuildable plates. I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall. I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning. Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them). | ||
LComteVarauG
Australia158 Posts
On February 21 2015 18:00 OtherWorld wrote: Show nested quote + On February 21 2015 17:49 LComteVarauG wrote: On February 21 2015 17:38 OtherWorld wrote: Looks like you forgot the destructible plates at the ramp? Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep? Yes, oops, I forgot the unbuildable plates. I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall. I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning. Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them). I am going to work on widening the ramps, but what if I moved the rocks that create the "back door" to the far ramp and opened up the back door? That way, the golds are harder to take, the third is moved but the map retains the general shape. On top of widening the ramps to the four central bases, I think it might work. | ||
OtherWorld
France17333 Posts
On February 21 2015 18:12 LComteVarauG wrote: Show nested quote + On February 21 2015 18:00 OtherWorld wrote: On February 21 2015 17:49 LComteVarauG wrote: On February 21 2015 17:38 OtherWorld wrote: Looks like you forgot the destructible plates at the ramp? Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep? Yes, oops, I forgot the unbuildable plates. I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall. I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning. Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them). I am going to work on widening the ramps, but what if I moved the rocks that create the "back door" to the far ramp and opened up the back door? That way, the golds are harder to take, the third is moved but the map retains the general shape. On top of widening the ramps to the four central bases, I think it might work. I think it might be a good solution, yes. Another thing that came to my mind is that I'd move the 2/8 bases closer to 1/7 positions, because right now I don't really see them being ever taken, but that's personal preference. | ||
SwedenTheKid
567 Posts
| ||
OtherWorld
France17333 Posts
| ||
LComteVarauG
Australia158 Posts
On February 21 2015 18:32 SwedenTheKid wrote: Is it just me or is the natural being seigeable from the clockwise low ground a big flaw? And doesn't the easy gold favor Terran a lot? I also agree that that natural ramp setup is pretty messed up. Map has pretty nice lighting and detail though. I might put rocks on the gold base then, to make it harder to take But yes, I think that if a Terran went through all the trouble of cramming the tank into a small space near the ramp to hit the geyser then they deserve to be able to take the geyser out if the defender cannot move his or her forces down the ramp. However, if it is an issue I could put no-pathing on that side of the ramp. And thanks everyone for all your feedback, it has been really constructive and helpful! | ||
SwedenTheKid
567 Posts
| ||
Antares777
United States1971 Posts
I think there needs to be some balance adjustments on the map though. The ramps you have for the high grounds do not make a lot of sense to me. You have large ramps leading to the outside path, and small ramps leading into the middle. This is the opposite of what you would want to have. You have some awkward pockets of space between ramps for the central high grounds. These imo should be made unpathable and probably filled with doodads. I think there is a little too much empty space behind the gold bases. I don't think they need rocks blocking them, they are fine the way they are. When/if you decrease the empty space, you may need to modify that area so that it doesn't become too open. Ultimately I think with some changes this can be a great map with a new kind of layout. | ||
LComteVarauG
Australia158 Posts
On February 22 2015 00:36 Antares777 wrote: I like the main nat third set up and the location of the gold expansions. The layout is unique and interesting. I think there needs to be some balance adjustments on the map though. The ramps you have for the high grounds do not make a lot of sense to me. You have large ramps leading to the outside path, and small ramps leading into the middle. This is the opposite of what you would want to have. You have some awkward pockets of space between ramps for the central high grounds. These imo should be made unpathable and probably filled with doodads. I think there is a little too much empty space behind the gold bases. I don't think they need rocks blocking them, they are fine the way they are. When/if you decrease the empty space, you may need to modify that area so that it doesn't become too open. Ultimately I think with some changes this can be a great map with a new kind of layout. Thanks Antarres! I have widened the ramps at the front of the middle ground bases even more, and shrunk the ramps at the back. I think, at least for now, I want to leave the air space behind the golds, but that might change. I also made the gaps between two ramps that were a little small and odd unpathable, with small rocks there to indicate so. | ||
Quidios
Sweden74 Posts
| ||
LComteVarauG
Australia158 Posts
On February 22 2015 08:06 Quidios wrote: Where's the darn quarry? Are you trying to shanghai me? If you look at the doodad work, you can see scaffolding and canyons. Those around the mains, naturals and golds are intended to be part of the quarry | ||
LComteVarauG
Australia158 Posts
| ||
| ||
LiuLi Cup
Grand Finals: Group B
Serral vs MaNa
Spirit vs herO
[ Submit Event ] |
StarCraft 2 StarCraft: Brood War Horang2 8918 Dota 2Sea 3034 Flash 1764 Shuttle 1715 actioN 497 BeSt 484 Hyuk 367 Mini 366 ggaemo 350 Soulkey 313 [ Show more ] Counter-Strike Super Smash Bros Other Games Organizations Other Games Dota 2 StarCraft 2 Other Games StarCraft: Brood War StarCraft 2 StarCraft: Brood War
StarCraft 2 • AfreecaTV YouTube StarCraft: Brood War• intothetv • Kozan • IndyKCrew • LaughNgamezSOOP • Laughngamez YouTube • Migwel • sooper7s League of Legends |
Master's Coliseum
herO vs Astrea
Reynor vs Spirit
Korean StarCraft League
Master's Coliseum
Zoun vs MaxPax
Serral vs GuMiho
Red Clan Cup
Master's Coliseum
OSC
OlimoLeague
LiuLi Cup
SKillous vs Solar
MaxPax vs SHIN
OSC
Replay Cast
[ Show More ] LiuLi Cup
Clem vs Krystianer
Dark vs Jieshi
OSC
The PondCast
Master's Coliseum
|
|