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After reviewing the feedback for Ember Crag, I realized it was not something I could fully correct - so I worked to apply the suggestions I received to a major overhaul - attempting to keep the spirit of Crag (without the size).
I have now published Ember Gully, and again, would really appreciate any feedback in order to continue to improve. Feedback on negative impact (or positive) to game mechanics, design flaws, or aesthetic input is highly appreciated.
Ember Gully is 116x132 playable. Main ramp to main ramp is 36 seconds.
Edit - Current Map Revision (per feedback): + Show Spoiler +
Edit - First Map Revision: + Show Spoiler +
Original Map: + Show Spoiler + Bridge Detail: + Show Spoiler + Main: + Show Spoiler +
Thank you for your time, Vyper
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The natural area is too large which has a few consequences--it's harder to defend against drops, nyduses and so on, in-natural proxies become viable, the natural ramp is very far from the natural town hall area which makes it harder to defend and doesn't allow zerg to wall-off the ramp early on (important in ZvZ). The main base is also quite large.
The orientation of the natural entrance is also awkward for the defender due to how narrow that area is which makes breaking out of contains difficult. The middle of the map which consists of a gap and a few narrow bridges doesn't allow for much interesting maneuvering of armies since you always have to go through the bridges--a few more connections would be nice. The way these bridges are so far apart also encourages scenarios where both armies pass each other by going on opposite bridges resulting in unexpected base trades.
The way the texturing is done on this map is also rather confusing--as a simple rule of thumb use different textures for each level to help people differentiate them easily at a glance.
Also FYI 116x132 and 12 bases is on the smaller side of things for 1v1 maps (though still acceptable).
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Once again ZigguratOfUr thank you for your feedback.
A few questions on your feedback so that I am clear. I've attached a picture below for clarity.
1) Are you saying that the distance between A and B is too far? To be clear (as you mentioned the textures cause ambiguity) base 2 & 3 are on the same level. I had thought that the wall v zerg would be done at point B. 2) For the natural, I assume if I move the shaded area in "C" down, this would make the natural less of a problem to your point?
+ Show Spoiler +
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1) Yeah the distance between A and B. Another rule of thumb is that if you place a hatchery at the natural, you should be able to walloff the natural choke with 3 evolution chambers + a queen (without needing a creep tumor to extend the creep).
2) Shifting down area C would help the size of the natural (though at that point you need to be somewhat careful about how much a tank can siege from the lowground).
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I have made revisions based on the feedback. Thanks again for providing it. I look forwarding to hearing any additional improvements or corrections which would make it better.
+ Show Spoiler +
Thanks, Vyper
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My personal thoughts on the map featuring MSpaint
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If you aren't on our discord you should join, there's always someone there to give feedback on wip maps and meme around with :D
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Thanks Marras, I will certainly check it out and appreciate the invite.
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