If you want somebody to test it, my acc = Fortune.syn
SC2 map feedback - Page 3
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FortuneSyn
1826 Posts
If you want somebody to test it, my acc = Fortune.syn | ||
OrtegaPeru
79 Posts
Maybe with mineral deposits scattered not in a typical line like on most maps. Perhaps a mineral field with various patches at different distances. Another couple ideas I have: -Gas only expansions -Overall lower mineral counts to force better micro and place more importance on keeping more expensive units alive It would force different gameplay with different timing on expanding and/or change the nature of expanding completely. | ||
AncienTs
Japan227 Posts
Great work! | ||
FabledIntegral
United States9232 Posts
On April 22 2010 00:51 Jyvblamo wrote: There are flanking paths, they're just very narrow. The only parts of the map where you arguably can't flank is the middle and the back cliffs. Not really, you have to run all the way around to get to a path. You can't just easily move around to an opponent, you're forced to take narrow chokes to even attempt a surround, making your timing to flank have to be near impeccable and giving other races that like chokes extra security. And you still can't flank from all sides, your units are limited to coming in at two directions as opposed to from any direction. Makes it a lot easier to see a flank coming as well. | ||
Zlasher
United States9129 Posts
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dudeman001
United States2412 Posts
On April 22 2010 01:08 Chill wrote: yea im gunna make one big destructible rock in a snake shape Make the eye of this snake like figure a watchtower ;D | ||
ShoGi
Germany38 Posts
i found its great!! | ||
RumZ
United States956 Posts
As a Terran I dig it. As a zerg I would cry in my sleep if I had to play ZvT consistently here. | ||
IndecisivePenguin
United States771 Posts
On April 22 2010 05:04 dudeman001 wrote: Make the eye of this snake like figure a watchtower ;D Maybe the whole snake can be watchtowers! | ||
s2pid_loser
United States699 Posts
this is like a really late game map with all these mineral patches and really hard to defend areas makes walling off tedious among other things | ||
YunhOLee
Canada2470 Posts
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nixi
Sweden39 Posts
I listened to what you all had to say and made some modifications to the second iteration, tried to open it up a little bit more but maybe its still to consided, let me hear what you think. ![]() Better or worse? | ||
G4MR
United States371 Posts
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rwrzr
United States1980 Posts
![]() Don't know if this has been mentioned before, but the high yields in the corners doesn't seem to be a trend in the current maps released. Swapping them with the watch tower mineral patch seems to conform more to the blizzard released maps. That being said I like the use of destructible rocks and backdoors seems like it be a frustrating but strategic map to play. | ||
fabiano
Brazil4644 Posts
+ Show Spoiler + ![]() this way it is less tankable with less higher ground edit: spoilered edit: forgot to fix mineral patch at 6 | ||
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Zelniq
United States7166 Posts
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Inkblood
United States463 Posts
I think putting the rock on the top left/bottom right on the ramp would make it harder for Reapers to be so good. (If you don’t nullify the high ground or ramp all together.) They’d have to take a wacky route through the middle to get to the base, and if they wanted to pop out behind the main base minerals they’d have to go past that rock blocked high ground in between the naturals. And I’d imagine that the ramp going right into the back of the base might promote extremely defensive play, because it’d be such a risk to leave your own base. Especially if you have a relatively immobile army. That said, I like the overall feel of the map, save for the advantage it gives to Terran, and to a lesser extent Protoss. (Slightly lesser, storms and colossus would be a pain to deal with I’d think.) And I like that high ground thing in between the backyard expo and the natural. Not sure how I feel about the constricted middle, I’d say go for it when Galaxy Editor comes out, and if it’s bad then you can fix it up a little. We should do experimentation with maps anyways, to see what happens in theory, and what actually happens in practice. (Also some line of sight blockers might be nice on the map, since their one of my favorite new features.) Good luck with the map. | ||
nixi
Sweden39 Posts
On April 22 2010 05:42 G4MR wrote: Looks amazing :D, what did you draw it in? Thanks! I made it in photoshop. On April 22 2010 05:45 fabiano wrote: i've changed a bit: + Show Spoiler + ![]() this way it is less tankable with less higher ground edit: spoilered edit: forgot to fix mineral patch at 6 Ah I completely forgot to use visionblockers. I will keep them in mind when making the third iteration. I'm not sure about the placement of them in the middle though, perhaps just changing the arc of it so that it cant see the natural instead. Thanks for the input! | ||
Tdelamay
Canada548 Posts
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smore
United States156 Posts
with the destructible rocks where they are now it seems like that one natural is very open to harassment with siege or even upgraded colossus i guess other than that...its awesome that ure already developing maps/looking for feedback look forward to seeing this map in its final form when this patch comes out. | ||
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