Map created by: IeZaeL Version 1.0 Uploaded to: [NA] [EU] [KR] [SEA]
*TeamLiquid Map Contest #6 Submission
Map Info: Size: 176x176 Doodads count: 2132 Map theme: Underwater installation Notable features: Every spawn got some little to medium changes , will you spot them all?
Rush Distances: To be done once the analyser wakes up
Really really (really) pretty. Those aesthetics are OP.
I think there's a limit to how strategically interesting you can make 3p maps but this one does an ok job of that w/ the optional thirds. I think there might be too much airspace even w/ the air blockers, maybe move them in some?
I really dislike how unimportant the middle of the map is. There is no reason at all to ever walk through the middle of the map. Terran are always going to parade push the edge of the map most likely into the protoss/zerg natural. Protoss will most likely always deathball attack through the edge of the map because it's more choked off/ramps. Zerg miiiiight go through the middle but they'll probably be so heavily trying to defend the edges that besides the random zergling run bys through the middle to get to the other edge.
Aesthetics are awesome. I never understood why nobody else did an underwater map after Abyssal City. AC is probably my favorite map ever aesethetically so your map is already pretty high in my book. My only concern is you say how it looks better ingame due to more ingame moving particles and that could be rough for the players with not as great computers so if this map ever got considered for ladder, I'd expect some fairly big graphic changes.
I really like the rocks on this map, they matter and are interesting in a way that is rarely achieved so well, and their remaining/absence affects all phases of the game.
A lot of these corresponding distances look a little asymmetrical. I know it's a 3p, but unlike ramp angles, these distances are things you can actually fix.
IMHO, the maps is extremely beautiful, will it be fun to play on it though?
Like Sidian, I m not a big fan of the center (maybe just remove the destructible rocks?) and the 5 th bases (the platform ones) have plenty of wierd things about them : they 're far away from the opponent (better when 5th base forces you to go toward your opponent), they seem too easy to defend but above all their asymetry can be a problem.
Like, if your on the 10 o'clock position, the 5th is easy and smooth with the ramp oriented toward your main. If you're on 6 o'clock, it's not. Imho 10 oclock vs 6 oclock will be OP.
If the ramp can't be reoriented, merge the 4th and 5th, 12 bases are enough on a 2 players map anyway and it might allow you to improve the map big time...
On April 16 2015 21:25 -NegativeZero- wrote: A lot of these corresponding distances look a little asymmetrical. I know it's a 3p, but unlike ramp angles, these distances are things you can actually fix.
Almost every 3p map on this forum/the ladder dating back years has been more asymmetrical than is necessary. There's even a tutorial to help you a bit on this forum, although I imagine the problem is people just aren't careful enough, not that they don't have the knowledge.
To be fair to all the 3p maps: I doubt it matters too much. I'd be surprised if it ever decided the outcome of a game.. but you might as well make it as symmetrical as possible so that people can't cry imba.
The middle is in play as soon as there's a 3rd base, from what I can tell going over different scenarios in my head. It won't always be used early on but quickly becomes important for flanking and saving time on attack / cut-in maneuvers.
This is making my head spin with ideas I want to make an arcade map with this terrain AMAZING! Can you get me some close up of the lower cliffs plz. I will love to have the map on my editor but that will be asking the impossible. Please some lower screenshots.