[M] (2) Transcension - Page 2
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-NegativeZero-
United States2141 Posts
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JPR
Netherlands25 Posts
On May 04 2015 01:43 -NegativeZero- wrote: on a serious note, i think the path between the nats is way too close and too chokey once the rocks go down. Yes, that is absolutely a concern for me. The problem right now is that I feel that the potential attack paths to your opponent would decrease too much if I removed the path between the two naturals. Because it would be pretty much limited to the bottom half of the map. Removing the path may also make air play too strong. If this path is a problem (it may not be since taking down two sets of rocks takes a quite a bit of time) I am not sure yet what the best way to fix this would be. Removing the rocks is one option, but getting to three bases then becomes pretty easy since you don't have to worry about the backdoor. Another option would be to ditch the path. Or I shift around the base layout a bit. Or any combination of the above. Making the third a bit harder and removing the rocks at the natural might do the trick. Or completely shifting the main-nat-third layout. But I'm open to suggestions. Any experienced map makers out there with good ideas? | ||
OtherWorld
France17333 Posts
-Put a set of rocks where you put LoS blockers -Delete some of the dead space between the two nats to make it wider, ideally keep some of the deadspace right under the current path but delete it between the central high-ground and the part of deadspace you kept (if that makes sense) -Delete the path at the top to force players to go through the central high ground I'm not an experienced mapmaker and I'm not sure if these are good ideas, but well d: | ||
JPR
Netherlands25 Posts
On May 04 2015 02:51 OtherWorld wrote: Hmm -Put a set of rocks where you put LoS blockers -Delete some of the dead space between the two nats to make it wider, ideally keep some of the deadspace right under the current path but delete it between the central high-ground and the part of deadspace you kept (if that makes sense) -Delete the path at the top to force players to go through the central high ground I'm not an experienced mapmaker and I'm not sure if these are good ideas, but well d: That's totally fine, all feedback and suggestions are welcome. ![]() I'll try out some of your suggestions next time I'm mapping. | ||
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