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Relatively straightforward 1v1 map. Reaper bridge, two Xel'Naga towers, and a few ways to navigate around. First time posting, looking for feedback!
148x140 Playable North American Server Refueling Station
(Third revision)
Previous Versions + Show Spoiler +Original Layout
Second Draft
Third Draft
I'd have posted in the WIP section with it, but I thought (potentially incorrectly) it was a little too "finished" for the WIP thread. (I do have a few to put in there though.)
It's my 8th 1v1 map in SC2 and this is the only one that's felt this "polished". I feel the textures are a little weak but I didn't want it to be a run down station so I didn't antique it much at all.
Updated main picture to reflect revisions. Cheers.
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The biggest weaknesses of the map and the thing to focus on first and foremost, are poor space usage and the map being covered with excessively narrow chokes. Having large gaps like those between the main/nat and the rest of the map, as well as having the main and natural being so disconnected takes a lot of space that you can ill afford to lose. Same thing for the corner bases which are disconnected from everything else.
As for the chokes, the map is riddled with narrow passages that make wider engagements difficult especially for zerg. To name only one example, the choke at the entrance of the natural, is first of all much too far away from the natural itself, and is so narrow as to make breaking out of a contain impossible. The map needs more open areas (and of course "wasting" a lot of space makes it difficult to afford open areas).
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I'm not for sure on everything you're saying. For instance it doesn't seem to me that there's much distance from the Main to the Nat. (I use hatch creep spread and number of creep tumors to try and gauge expansion distances, is there a better option?) What I got was that there should be closer cliffs between the two for high ground defenses but I'm really unsure what you're saying specifically about poor usage of space.
But probably the easiest way to ask if I got your meaning properly is to ask if this edit is going in the right direction.
+ Show Spoiler +I tried to open the map up some, with some ramps and a bit more open ground.
Thank you for the feedback! It really helps me hone in on what a map "should" be like. Though I'll never stop experimenting with expectations, I do want to be able to make fairly standard maps.
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The distance between the main and nat is fine, it's just that the way the bases are shaped with essentially only the ramp connecting them means that the bases themselves occupy a lot of map real estate. Most maps have them more "stuck together". But the biggest thing is all the empty space on the map.
The edit itself is overall in the right direction imo, but doesn't go far enough--there's still many very narrow corridor-like sections that could cause problems.
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he meant these dead zones, which significantly reduce the amount of available space. if you move the golds closer to the mains, then you'll be able to open up the center some more.
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Alright. Third time's the charm!
How's this? + Show Spoiler +
I really appreciate the feedback. It is ridiculously difficult to find people to give map feedback on B.net sometimes. Plus since it's impossible to turn off auto starting, I can't even ask people if they are here to critique the map before the match starts.
I've hacked and restitched this map together so much today I feel like I can't quite see what I want to do with it. So it'll be tomorrow before I even attempt to edit it further haha.
Cheers.
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You can probably reduce more dead space on (both) sides of the main, but looking better (move the main closer to the corner and/or move the 12/6:00 bases closer to the mains, etc). Try to give a little more room behind the main/nat mineral lines for those pesky libs/drops. The area around the watchtower still feels kinda weird, just awkward pathing and the ramp is all up in those lowground minerals. The base spacing and layout is generally decent so it has potential, keep working on it imo xD
p.s. there's a ladder map discord if you wanna join, though its always helpful to post to TL of course https://discord.gg/Av7phaX
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Thanks! I'll try and be more socially active with the map-making since finding TL forums and that discord. Certainly would help my progress.
I had some trouble with this edit, but I feel relatively good with the layout. Clearly though I was somewhat confident when I first brought it to this thread so I've still some time before I can really trust my gut on it. haha
Latest Revision! + Show Spoiler +
I'm most unsure about the area around the gold. There's some open areas I feel aren't being utilized well, but maybe I just need to get used to more open areas. Further I'm somewhat confident in the high ground extending from the third, but I might need another ramp a little further clockwise from where the fan is near the tower.
Cheers.
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Cool map concept. I got really confused when I read the responses in the thread since you updated the original picture :D
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Thank you! 3: I wanted anyone who came in for new feedback to see the most recent version as opposed to giving feedback on a version I'm not on any more. I tried to mention it at the end of the post but I can definitely see how it would be confusing!
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