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My very first map so naturally there are many glaring issues. I tried making it look as close as possible to the opening cinematic of HotS.
Forum Index > SC2 Maps & Custom Games |
Panzermann
9 Posts
US Standard 144x144 ![]() Art: + Show Spoiler + ![]() ![]() ![]() ![]() ![]() My very first map so naturally there are many glaring issues. I tried making it look as close as possible to the opening cinematic of HotS. | ||
alephnaut
16 Posts
I also really like the aesthetics. Might be tough to tell what is and isn't pathable in some cases, but mostly I think this style is beautiful and underused, and you executed it well. I think the center is pretty uninspired. That's the one thing I would change. Straight open paths from nat to nat are generally bad IMO. | ||
Panzermann
9 Posts
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Inrau
35 Posts
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L3monsta
New Zealand149 Posts
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mythikdawn
United States25 Posts
- Single pylon block for reaper cliff into the main. This wouldn't normally be a huge issue, but it brings me to the second point: - No reaper cliff into the natural at all. Protoss can pylon block the reaper cliff, and put stalker(s) at the choke point to their natural, and Terran will never be able to scout without scanning. - This appears to be a macro oriented map, though it looks minorly difficult to take your fourth base, and looks quite hard to secure the fifth. What if the edge bases were on high ground, and the rich gas bases were low ground? I think it would make the edge fifth a little easier to secure, while making the center fifth with the rich gas more vulnerable to siege tank contains. Though I have to say, I really like the tileset and overall design of this map. You put a ton of work into the doodads, terrain, and general vibe of the map. It's beautiful. This being your first map is honestly incredible. If I were to suggest anything, I would maybe remove some of the water on the edge of the natural to allow a reaper to jump in? Again, great work. Just a few tweaks here and there and I think it would be a balanced map. | ||
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