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Hi all TL'ers!
I decided to start sketching on a 1v1 map since blizzard is going to let us get our hands on their galaxy editor soon. I wanted to make a map which has many possibilities in harassment aswell in defence and that ofcourse that is fun to play on. Not too simple nor to big or advanced.
Here it is: + Show Spoiler +
So what I'm looking for is some feedback and suggestions on how to improve it so far. I know its kind of a rough sketch but I think it enough to show you what I want to make. The size of the map isnt decided yet but thats not a problem, but I if you have any favorite tileset you want me to use I would be glad to hear which it'll be. Also the map has no name, so get creative 
Some examples of what I've thought of:
High yield in the corners is kinda easy to access but only provides the player with one gas and is a good place for cliffdrops.
The center has some interesting defending and sneaking by options, and if a tank is placed on one of the cliffs, it can reach one of the gas in the natural expansion (looks like it can reach more but I will fix that).
Reapers and coloss can reach the second natural without having to destroy the rocks. From there they can reach the cliff to the natural aswell as getting inside the enemy base. If they decide to make it the other way around they can get inside the base and avoid the choke.
You can reach your own natural cliff by destroying the rocks in your main base That will take some time, however.
The Xel'Naga watchtowers isn't very important early on except if maybe you want to blink to the natural cliff. Later they might be useful when corner expansion is in use.
So, all suggestion and opinions are welcome!
*edit: map sketch updated
+ Show Spoiler +
*edit: version 3
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*edit: version 4, added spoilers
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Looks a bit Terran favoured with cliffs behind the main base mineral lines? Other than that neat concept.
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Wow looking at this map made me realize how different the maps can be from sc1. This looks like a lot of fun and want to try it out. I think that your back natural shouldn't be able to be hit by short-medium ranged units though unless the rock is destroyed (maybe put it on the ramp).
edit- pm me after you make the map once galaxy editor comes out if you want someone to help test it (i'm a pretty good player).
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Ouch, wouldn't want to play this map as Zerg. D: The main and primary 2 expos are harassable by tank/thor drops and vikings. Even Kulas Ravine wasn't so cruel D:
Neat work though, it's got my mind salivating for all the kinds of maps there will be...
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Cool map design. My comment regards the center of the map, with the two semi-circle high grounds. To me, it seems like there's too many ramps leading to the high grounds, maybe remove the large one in the middle? Also, what did you use to make this sketch cause it's symmetry is pretty legit.
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a bit. To much high / low grounds maybe.
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looks good, you should make it in the lava tileset, since we haven't seen any of those yet
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Looks actually really cool IMO... cliffs make me nervous though behind the minerals, Ide feel that drops would be all that would happen on this map. Also Im not sure I understand the need for the destructables closest to the mains.
Other than that, I like it. :D
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An idea you could consider is reversing the high-grounds and low-grounds around the mains (ie; make the naturals high-ground and the cliffs surrounding them low-ground).
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I think it's too easy to harass the inside natural with the back passage, the destructible rock should be on the ramp to prevent that imo.
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Looks pretty nice, but I agree with the first poster that it's a bit Terran favoured, at least in early game for reapers. It might work well for Protoss as well with their Collosi but for Zerg this is a nightmare. But that's just my opinion.
Maybe we need to test the map before making conclusions. So I say try making this map (with eventual changes that you see fit) and let us know so we can play and see for ourselves 
Btw, what is the reason to the destructable rocks not being on the ramps at the passage to the main bases?
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Let's see, every path is a choke. Every expansion I might take is seigeable or collosusable. And P and T get easy to take and defend naturals. Yeah I think I'm going to have to veto this one as zerg because I'm not a masochist.
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Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?
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Calgary25975 Posts
Way too closed off for SC2.
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On April 22 2010 00:19 FabledIntegral wrote:Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?  Armies in SC2 are much more clumped up and don't suffer as much from narrow spaces, compared to SC1. I'm in favor of seeing tighter maps.
Though, sentry abuse will be a pain. A toss with ~20 sentries could permanently force-field off his side of the map haha =P
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i'd like to see more open maps in SC2 like python
oh and plz somebody make a perfect copy of destination for SC2 xD
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It looks like one giant choke point.
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On April 22 2010 00:21 Jyvblamo wrote:Show nested quote +On April 22 2010 00:19 FabledIntegral wrote:Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?  Armies in SC2 are much more clumped up and don't suffer as much from narrow spaces, compared to SC1. I'm in favor of seeing tighter maps. Though, sentry abuse will be a pain. A toss with ~20 sentries could permanently force-field off his side of the map haha =P
What? That's completely irrelevant if they are clumped up. It still doesn't allow for flanking if your zerglings have to run BY the enemy army, taking fire, to get to the other side... it funnels the units into ball vs ball attacks.
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On April 22 2010 00:21 Jyvblamo wrote:Show nested quote +On April 22 2010 00:19 FabledIntegral wrote:Why are all SC2 maps so choke-like, I hate it. Where's an open map that allows for more macro oriented and flanking play?  Armies in SC2 are much more clumped up and don't suffer as much from narrow spaces, compared to SC1. I'm in favor of seeing tighter maps. Though, sentry abuse will be a pain. A toss with ~20 sentries could permanently force-field off his side of the map haha =P
Honestly maps like kulas ravine are a bitch to play ZvT or ZvP on. This map would be a nightmare for Z.
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Open it up a little bit for Z and it'll be awesome. Keep it up dude! Want to see more of this stuffz!!!
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