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konadora
Singapore66063 Posts
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Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center).
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konadora
Singapore66063 Posts
On November 02 2009 00:58 fanatacist wrote: Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center). was considering doing that, was split between that and outsider-style, before choosing the outsider-style expo. already okay to make changes though.
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On November 02 2009 01:03 konadora wrote:Show nested quote +On November 02 2009 00:58 fanatacist wrote: Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center). was considering doing that, was split between that and outsider-style, before choosing the outsider-style expo. already okay to make changes though. Well I think the major difference between this and real Outsider is that mineral line being towards the center. If you made it towards the enemy base, that would be more like Outsider (I guess less original though haha). I don't have SC on this computer so it's not like I played the map, I just looked at it and gave my opinion so yea. You put a lot of effort in your maps, you can support your decisions xD
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you have this backwards. the mineral wall expos should have the gas outwards, to promote getting the expansion that is more easily attacked. Why would some one ever take a mineral only expansion when they can get an island gas?
move the gas to the middle of the map.
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United States2822 Posts
On November 02 2009 00:58 fanatacist wrote: Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center). If you do that, Zerg gets access to a double-gas expansion immediately. That'd be terrible.
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On November 02 2009 01:17 scintilliaSD wrote:Show nested quote +On November 02 2009 00:58 fanatacist wrote: Are the expansions between each base (with the mineral wall facing the center) island expos? I think you might want to make them rotationally ramped to allow for a second gas expansion that is more accessible, and maybe make the island expansion elsewhere to promote more late-game play (the amount of reasonably accessible minerals on this map is somewhat low considering the outsider-style expansion has one wall facing the center). If you do that, Zerg gets access to a double-gas expansion immediately. That'd be terrible. Zerg can get that double-gas just by hopping a drone on Outsider, so excluding Maynarding drones to the geysers being easier in this case, how is it any different?
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Love it. Looks like it might be a bit T-favored in longer games (tanks and vults would give a big edge in holding and denying those Outsider-style expos), but it also looks like it would be really fun to play on and watch, especially because of the way the expos back up against the center of the map instead of the mains, meaning that unlike Outsider, maneuver and map control in the center will be pretty important.
I'm kind of worries about making decent walls, but that's just because I suck at walling. Still, I'd be interested in seeing the solutions for each nat.
One thing I would like to see is a little more high ground in the center, or something to make battles there unique (maybe something crazy like that one map with the doodads that made ground sight range really low?), but even without that this looks really fun.
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On November 02 2009 01:20 CaptainPlatypus wrote: Love it. Looks like it might be a bit T-favored in longer games (tanks and vults would give a big edge in holding and denying those Outsider-style expos), but it also looks like it would be really fun to play on and watch, especially because of the way the expos back up against the center of the map instead of the mains, meaning that unlike Outsider, maneuver and map control in the center will be pretty important.
I'm kind of worries about making decent walls, but that's just because I suck at walling. Still, I'd be interested in seeing the solutions for each nat.
One thing I would like to see is a little more high ground in the center, or something to make battles there unique [b](maybe something crazy like that one map with the doodads that made ground sight range really low?)[b], but even without that this looks really fun. Look up Demon's Shiver to get what you are looking for.
I think that a high ground in the middle would make the map even more Terran favored.
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It seems like the main mineral line is tank-harassable from the outsider-like low-ground expansions at 7 and 12, but not at 3. This could lead to positionl-based losses, since the harassment potential is unequal for the various spawn spots.
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konadora
Singapore66063 Posts
On November 02 2009 01:29 plated.rawr wrote: It seems like the main mineral line is tank-harassable from the outsider-like low-ground expansions at 7 and 12, but not at 3. This could lead to positionl-based losses, since the harassment potential is unequal for the various spawn spots. thanks, fixed that
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16937 Posts
In the image, there appears to be a missing line of minerals for the bottom left neutral expansion.
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konadora
Singapore66063 Posts
On November 02 2009 01:43 Empyrean wrote: In the image, there appears to be a missing line of minerals for the bottom left neutral expansion. yeah fixed that, accidentally deleted those and uploaded -_-
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The natural at 10 o'clock seems to have a really wide choke compared to the other two, especially as it needs a vertical wall, not a horizontal one. That may just be an optical illusion, I haven't downloaded it to check.
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It seems as if the 11 oclock expo doesn't have a small 200ish mineral patch but the other 2 ones do. I think it would be better to have all of them the standard 750ish minerals so zerg can't get 3 gas too quick. It may actually work out better for map balance if zerg is forced to stick on 2 gas for awhile and then burst into 4 or they are forced to sacrifice and get transportation for earlier double gas.
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16937 Posts
On November 02 2009 02:33 Whiplash wrote: It seems as if the 11 oclock expo doesn't have a small 200ish mineral patch but the other 2 ones do. I think it would be better to have all of them the standard 750ish minerals so zerg can't get 3 gas too quick. It may actually work out better for map balance if zerg is forced to stick on 2 gas for awhile and then burst into 4 or they are forced to sacrifice and get transportation for earlier double gas.
Or they can just glitch a Drone over.
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And I scream. Wasted Space.
How are the wall-ins in the map? For the natural, and main chokes for each position, how do you wall in and is it ling proof?
Also, The 1 o clock natural looks easier to muta harass than the other positions.
The mineral only for the 5 o clock player is a lot harder to get than the other positions.
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wow, kona's maps always look incredible
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Terran 4 base 200/200 max push much?
and the wasted space =/
not horrible kona, but not you best.
personally, i like how the map looks, I'm just not assured there won't be balance issues.
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