SC2 map feedback - Page 4
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Funchucks
Canada2113 Posts
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CagedMind
United States506 Posts
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Tdelamay
Canada548 Posts
On April 22 2010 06:35 CagedMind wrote: I think I like fabiano changes a lot. tdelamay lol you don't have to make a layout look pretty. Coloring you did for top one actually made it harder to look at. Yeah, I won't use brushes with blurry edges the next time *sad face* I like the OP's map. They are easy on the eye. On the first map though, why is there a destructable rock on that cliff seperating the two expos? It's the sort of rock that helps the attacker more than the defender. | ||
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BasedSwag
Algeria418 Posts
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imperator-xy
Germany1377 Posts
On April 22 2010 06:25 smore wrote: i would like to see the destructible rocks in the back of the bases moved to ramp that leads to the center area of the map. 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 | ||
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[wh]_ForAlways
United States235 Posts
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nixi
Sweden39 Posts
On April 22 2010 06:42 Chrustler wrote: If you don't have beta do you mind if other people attempt to create the map once the editor is released? I want to learn how to use the editor/scripting ASAP but I don't currently have any map ideas of my own. ![]() Hehe thanks but I do have beta and intend to make it myself ![]() On April 22 2010 06:43 [wh]_ForAlways wrote: My only real complaint is the rush distance from nat to nat seems absurdly short. You are absolutely right about this. I'll make sure the distance is longer in the next version. I'm thinking slightly longer than on desert oasis. About the other remarks I've received: Some improvements has been done! I moved the rock to the ramp as suggested. However, reapers and colos can still reach the expansion but they'll have to go a bit further around. Also I added some vision blockers there so melee units stand a chance in defending those places. The watchtowers were slightly moved and I added a circle to show their range. As you can see, stalkers can blink up that natural cliff if a xel'naga tower is taken. I'm thinking about naming the map "Reaper Valley" ![]() | ||
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LaughingTulkas
United States1107 Posts
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zerglingsfolife
United States1694 Posts
I like the work you put into it. It looks interesting, can't wait for these new maps! | ||
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Katkishka
United States657 Posts
but I do like the layout aside from the cliffs in the back of the main and it does seem really terran-favoured too.. | ||
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sur_reaL
Canada278 Posts
On April 22 2010 08:15 zerglingsfolife wrote: Chills rule of map analysis. Every map looks Terran favored because you can tank everywhere. I like the work you put into it. It looks interesting, can't wait for these new maps! Island maps... WEEEEEE!!!!! | ||
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Rising_Phoenix
United States370 Posts
The expansions by the watch towers are too exposed in my opinion. Either give them protection using cliffs or site blockers. This is just my two cents. I really like what your doing and am excited to see decent ladder maps! As a war3 player I can tell you stale map pools suck. | ||
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Fortress
Sweden96 Posts
Perhaps a switch of these would be preferable? I'd reckon a rule-of-thumb would be to always have the hardest defendable expansion be a high yield one, because anything else wouldn't make much sense really. | ||
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Solaris.playgu
Sweden480 Posts
I can't see any reason for the vision blockers behind the closed off natural, to me it seems extremely easy to defend anyways. Such an easily defended expansion needs to have some sort of drawback. Also, I cannot see any reason for the rocks blocking the cliffs between the nats. Honestly, they'll make reaper harass extremely potent and fully prevent fast expanding, since they would be impossible to catch. If you'd allow me I would love to participate in trying out this map (even though I'm not very good lol). Feel free to add me, have the same name.identifier ingame as I do here =) | ||
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Jyvblamo
Canada13788 Posts
On April 22 2010 06:43 [wh]_ForAlways wrote: My only real complaint is the rush distance from nat to nat seems absurdly short. Not any shorter than Steppes and 3v6, 9v12 positions on Metal/LT. | ||
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RogerChillingworth
Chad3074 Posts
Overall, thumbs up. Keep up the good work! Keep being creative. | ||
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Hammy
France828 Posts
Also, the yellow shouldn't be in the corner imo. They should be next to the Xel'Naga and placed slightly differently (facing the center perhaps?). Another alternative is to keep it there but put the rocks #3 on the yellow base CC spot, instead of on the ramp. Two ramps leading to a yellow is a good thing. | ||
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Toran7
United States160 Posts
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Clearout
Norway1060 Posts
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Broodie
Canada832 Posts
![]() definitely making it 3 levels of play rather than 2 which will even the map out a bit | ||
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