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PALADINO TERMINAL Published on BNet. (my version and the TLMC version should currently be identical)
![[image loading]](http://i.imgur.com/sRyDI5zh.jpg)
+ Show Spoiler [aesthetics] +
STATS size: 144x112 main to main: 48s nat to nat: 40s rocks: 4 watchtowers: 0
FEATURES This is a TLMC7 finalist now + Show Spoiler +(all it took was a map in the weakest catagory and a tlmc with double the finalists!)  ... so here is the map thread.
Like Ulrena, the central pathway is very narrow (the size of a 2x2 building). It is possible to go around, but the distance is much longer. The map becomes much more open after the rocks are destroyed.
The natural is fairly open: 13 squares wide if you wall straight across from the main ramp and ignore the pod, and the corridors are 4 squares and 5 squares wide to wall individually. There is no real way to wall from the ramp to the town hall either.
The name is based on an obscure(?) location from a tie in novel.
The textures are the new Braxis Alpha "Ex2". They were fun to use, though I couldn't really figure out how to use the rock texture and the "natural" parts of the map turned out a little ugly.
Please give me your feedback & comments.
Thanks for reading!
If you find a map bug, please post in this thread or pm me!
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i really like the overall layout, especially the small center choke.
however the way the 3rd and 4th are laid out is kind of weird, with the single entrance to each. right now it's effortless to intercept an army attacking the 3rd and trap it inside the base. the 4th has the same problem but even more exaggerated, that single long corridor leading to it makes it really awkward for either the attacker or defender to get there. fortunately i think the fix is really easy, just add a single small ramp right here. maybe block it with rocks or something.
(or maybe this was an intentional design, in which case i'd be interested to hear the thought process behind it.)
on an unrelated note, i think the 4 middle rocks would look better as metal debris, it looks weird to see the natural rocks on top of artificial terrain imo.
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didn't notice the LOS blockers in the main before, that is old school
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On May 22 2016 12:15 -NegativeZero- wrote:i really like the overall layout, especially the small center choke. however the way the 3rd and 4th are laid out is kind of weird, with the single entrance to each. right now it's effortless to intercept an army attacking the 3rd and trap it inside the base. the 4th has the same problem but even more exaggerated, that single long corridor leading to it makes it really awkward for either the attacker or defender to get there. fortunately i think the fix is really easy, just add a single small ramp right here. maybe block it with rocks or something. (or maybe this was an intentional design, in which case i'd be interested to hear the thought process behind it.) on an unrelated note, i think the 4 middle rocks would look better as metal debris, it looks weird to see the natural rocks on top of artificial terrain imo.
this sums up 100% of my feelings with this map.
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On May 22 2016 12:15 -NegativeZero- wrote:i really like the overall layout, especially the small center choke. however the way the 3rd and 4th are laid out is kind of weird, with the single entrance to each. right now it's effortless to intercept an army attacking the 3rd and trap it inside the base. the 4th has the same problem but even more exaggerated, that single long corridor leading to it makes it really awkward for either the attacker or defender to get there. fortunately i think the fix is really easy, just add a single small ramp right here. maybe block it with rocks or something. (or maybe this was an intentional design, in which case i'd be interested to hear the thought process behind it.)
On May 22 2016 15:00 Avexyli wrote:Show nested quote +On May 22 2016 12:15 -NegativeZero- wrote:i really like the overall layout, especially the small center choke. however the way the 3rd and 4th are laid out is kind of weird, with the single entrance to each. right now it's effortless to intercept an army attacking the 3rd and trap it inside the base. the 4th has the same problem but even more exaggerated, that single long corridor leading to it makes it really awkward for either the attacker or defender to get there. fortunately i think the fix is really easy, just add a single small ramp right here. maybe block it with rocks or something. (or maybe this was an intentional design, in which case i'd be interested to hear the thought process behind it.) on an unrelated note, i think the 4 middle rocks would look better as metal debris, it looks weird to see the natural rocks on top of artificial terrain imo. this sums up 100% of my feelings with this map. Hmmmm... you guys are probably right. It is mostly the way it is for the sake of variety I guess - didn't want all bases to connect directly to the next base in the expansion pattern (I didn't want the map to be yet another "main+nat stapled to a wheel of expansions" that it already resembles). I'm mostly OK with how the 3rd is, I think - though the third plus the extreme corner base might be a bit too weird as you say. That said - here is a version of the map with an extra ramp into the corner bases + Show Spoiler [map image] +
There is a kind of symmetry, I guess - expand right for the closed off bases with single entrances, expand left for the more open bases with multiple entrances.
I'm of half a mind to change it - maybe. I'll wait until after the tournament before making any real changes I think.
On May 22 2016 12:15 -NegativeZero- wrote: on an unrelated note, i think the 4 middle rocks would look better as metal debris, it looks weird to see the natural rocks on top of artificial terrain imo. I choose rocsk over debris mostly for overview clarity reasons - the shiny metal debris doesn't contrast well with the shiny metal textures (the map image I posted above has debris in it if you want to see what it looks like). Also, with the debris clustered together, it becomes obvious that each of the debris models is the same, which I thought didn't look too good.
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