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Chairman Ray
United States11903 Posts
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Snowfield
1289 Posts
Very easy third though, you can do some really good macro games on it But how is the balance between the top third and the bottom ones? they seem to have some kind of stuff there, but how does that work with unit LOS etc? | ||
Qualm
721 Posts
On June 23 2010 04:20 Murderotica wrote: Holy fuck, stop making maps and start painting or something bro. Talent getting wasted right in front of my eyes! Hell no, this is so much better than any painting. Way to go OP, that's probably the best/coolest custom map I've seen so far. | ||
stet_tcl
Greece319 Posts
Here's some thoughts on balance/gameplay issues: ![]() *Air distance is waay too close. I would suggest moving the minerals to the other side of the mains overlooking the naturals. That way air harass will be easier to defend. *I would like to see the pathways get a little wider. Right now it looks like there is no real space for flanking which is bad for battles. | ||
Qualm
721 Posts
On June 23 2010 08:18 QualmSC wrote: Hell no, this is so much better than any painting. Way to go OP, that's probably the best/coolest custom map I've seen so far. On June 23 2010 04:48 Tankbusta wrote: you can play any map on melee settings, it just doesn't become an "official melee map" in Blizzard's strange terms if you try and have new units/camapign units/ect. so things like this will go unaffected and yes you can totally import that high res texture. Seriously? That's awesome. How the hell could we find/make a higher res texture tho? | ||
everclock
United States28 Posts
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FarbrorAbavna
Sweden4856 Posts
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SQneo
Canada89 Posts
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AoE
Poland7 Posts
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MorroW
Sweden3522 Posts
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ROOTCatZ
Peru1226 Posts
The major issue with this map imo are the watchtowers, they're way too close to the main!.. if you wanted for it to matter for gameplay in a way that you have vision over what's coming.. that'd be perfect. But the problem is, if an enemy has control over the watch towers you can't really do much other than drops / flying units. besides it looks like you can abuse them hard with tanks and set up a super strong contain as terran there, or even units like HTs and Infestors could abuse them to some extend... its just WAY too close to the main. Perhaps, you could put them somewhere INSIDE the main, this would give the map a unique functionality that we only see on that horrible map Kulas Ravine (to some extend). With a watchtower in your main, the tendency on your map would probably be more macro oriented as it'd be harder to do sneaky stuff, so i'd place it on a spot that gives the players options to make more interesting games, having blindspots and such, for drops for example, you could make a ramp inside your own base, that leads to the watch tower, and only that, to give you vision of an area arround your base but not covering the entrance or the back (for drops). The other thing that you could probably do, is widen the space in the middle gold expo, right now, that expo is basically only takable / defendable by terran with tanks, its positioned in a high risk zone and could make for an epic lategame where there is no more mining bases left and its a race to get it... but as it is... it looks like only tanks can secure it mid-lategame. That's just my noobie opinions, beautiful design and a map with lots of potential, keep up the great work! Edit: was just talking to Raelcun on vent about your map and he noticed something too, make sure those little peninsula thingys , the broken ramps to the gold exps space to the main base is shorter than a sieged tank range, cuz if it isnt ewww, same for blink stalkers, though it doesnt look it, i'd test for it just in case... | ||
tertle
Australia328 Posts
Hell if you slightly modified it (maybe remove double mineral patches), it might even work as a 1v1 map. Though that ledge if it let's you siege main looks a tad nasty. | ||
fabiano
Brazil4644 Posts
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Gedrah
465 Posts
As far as actual feedback, I feel that the watchtowers are a bit too easily accessible especially early on, which may lead to the high-yield bases being either impossible to hold, or impossible to assault, depending how the early game plays out. I feel that this would be alleviated if the watchtower ramps were blocked off by destructible blockers with at least 1000 HP. | ||
FlopTurnReaver
Switzerland1980 Posts
+ Show Spoiler + j/k it's awesome :D | ||
Ftrunkz
Australia2474 Posts
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intergalactic
Canada428 Posts
Keep stylin'. | ||
Sentient
United States437 Posts
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v1n1z1o
Mexico185 Posts
congrats!! ^.^ | ||
AJMcSpiffy
United States1154 Posts
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