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wow really pretty map :D Nice job How long is the rush distance from natural to natural? I'm just scared its too short
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Wow that rush distance looks a little terrifying.
Looks fun to play though.
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On November 09 2015 04:49 iMrising wrote: wow really pretty map :D Nice job How long is the rush distance from natural to natural? I'm just scared its too short
um... about 30 sec? too short?
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It looks a bit too short. Also it's a perfectly straight path, which isn't very interesting. You can solve both issues by cutting the rush path in between the gold bases, so players have to go around. This also makes the gold bases more normal, right now they're the ultimate winner's gold.
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On November 09 2015 06:44 NewSunshine wrote: It looks a bit too short. Also it's a perfectly straight path, which isn't very interesting. You can solve both issues by cutting the rush path in between the gold bases, so players have to go around. This also makes the gold bases more normal, right now they're the ultimate winner's gold.
Might be able to argue that it's interesting simply because it's never done.
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On November 09 2015 06:44 NewSunshine wrote: It looks a bit too short. Also it's a perfectly straight path, which isn't very interesting. You can solve both issues by cutting the rush path in between the gold bases, so players have to go around. This also makes the gold bases more normal, right now they're the ultimate winner's gold.
Agreed! I like the map, but yeah 30 sec not good, go at the very least 40.
PS - Id like to see some more pics
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On November 09 2015 07:15 InfCereal wrote:Show nested quote +On November 09 2015 06:44 NewSunshine wrote: It looks a bit too short. Also it's a perfectly straight path, which isn't very interesting. You can solve both issues by cutting the rush path in between the gold bases, so players have to go around. This also makes the gold bases more normal, right now they're the ultimate winner's gold. Might be able to argue that it's interesting simply because it's never done. You'd have a hard time convincing me, personally. There's nothing very interesting about linear paths.
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I agree the golds seems like Zerg proxy hatch shenanigans heaven. Mains seems also very vulnerable to blink all-ins, and I should take a better looks but I have the gut feeling the gas can be hit from lowground by a tank. There's also many holyeasy-canonrush spots on every expo. Also the two bases in NE and SW seems unnecessary and very easy proxy locations. Overall I am not fan of the layout itself, like said earlier seems the main path is very linear and open, discouraging the use of the side path other than cheese or drop/elevator play.
The mineral semi-walling at the nat is a feature I personally love (BW <3 ) but that Blizzzzard seems to deny on ladder, so you might wanna have a rocks/depots version only for that reason.
I love the aesthetic, very simple and pure looking texturing looks good with the palette used, doodables and candies out of the way so not distracting during a game. The ice/mineral contrast works, and the non-pathable area is very contrasting by result. I'm sold.
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Concept and aesthetic: AWESOME
Hallway based gameplay and chunky lategame expo pattern: mehhhhh
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Yeah the funny thing about the corner bases is that they're harder to attack than they are to take, which is sort of the opposite dynamic of what I think we're all used to. You would use harassment alone to attack the side bases rather than a head on assault, because if your army leaves the center hallway, you take the opponent's army right up the middle and get owned. This could be really interesting, but it could also create stalemate gameplay, so it's ambiguous how good this map really is.
I'm not sure what the best changes could be, but I think the map benefits from removing the corner hallways entirely, or making them way smaller i.e. sneaky hallways, and spreading out what's left so that the very center has more space and/or so the 3rd-to-3rd hallways are more open. This would probably require removing at least one base per side.
It changes the concept considerably, but it might also be good to change the center into a super choke point, still blocked by rocks perhaps, or with an XNT, so that the center path is more for fast rush builds or runbys instead of a main attack path.
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I think the best way to fix the center is to make it a super small choke.
Also, there are 16 bases here and that's a lot for a 2 spawn map. To fix the problem of the corner expansions being too easy to defend, you could remove one of them, so it's only one expansion.
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I think the best solution is to make the land around where those ice rocks in the middle are into a lowground. That way you can still go up the middle to attack but it's somewhat narrow and snaky (which increases the rush distance). You might have to play a little with the nearby ramps to make things fit better, but you get the idea.
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