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[Updated] This is obviously a work in progress, but I'd like to hear what you guys think about what I've got so far for my first Starcraft 2 melee map. [Overview] + Show Spoiler + [Closeups] High Yield + Show Spoiler +
Description + Show Spoiler +The Raynor Raiders have recently come across the abandoned mining colony of Yosemite. Unfortunately, the desert moon is far from deserted. The Zerg have taken up refuge within the twisting mining tunnels and the Protoss have been tracking Raynor for sometime. The three armies clash over control of the mineral and vespene rich landscape.
I appreciate constructive criticism and would gladly accept suggestions.
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looks like a damn near impossible to hold nat.... and will favour terran floating a CC over to high yield...
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Mains are topleft/bottomright? How big is the map? It doesn't look big enough for the no ramp/choke concept to work, otherwise early zergling floods is all you're going to see in ZvX.
Edit: Oh, right. constructive criticisms. Uhm, if the map is as small as it looks like it is, you're going to want to add a ramp or some other kind of choke into the main. Even then, that's going to encourage a lot of players of all races to stay on 1 base for a really long time since the naturals are so open.
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Needs chokes, my by the natural and the middle expos, there's no reason to go for those, you can be attacked from 3 sides.
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7pool incoming. Use chokes.
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mmm I'm thinking of changing the secondary Xel'naga watch towers so that it gives the naturals a better choke to defend against. And about the favoring Terran, does giving them the ability to float over their CC automatically give them an advantage since the map is so open and hard to wall off?
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On April 24 2010 10:03 pandamanana wrote: mmm I'm thinking of changing the secondary Xel'naga watch towers so that it gives the naturals a better choke to defend against. And about the favoring Terran, does giving them the ability to float over their CC automatically give them an advantage since the map is so open and hard to wall off?
I don't think anybody sensible thinks this map favors terran. Not with the lack of chokes. If the map went into use as it is at the moment, there isn't a single Terran TvZ who will get the chance to get a second CC up to float.
Although, for hilarity if I was playing this map I might just load up my starting SCVs and float my first CC to the high-yield. :S
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Kennigit
Canada19447 Posts
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On April 24 2010 10:14 Kennigit wrote: edit nm im dumb
Are not. <3
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the gold patch is sort of imba for terrans since they can easily float to it
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I'd like to investigate the idea that the high yield pushes the map in the Terran's favor. I understand the fact that Terran can just move their CC over there, but with such a small map, I doubt that gives them much of an advantage, since enemy units can get to their high yield just as quickly as their main base. Also, the high yields are a little bit farther away from their CC than their regular mineral patches, so any Terran who rushes to the high yield would have their economy suffer for it without the ability to saturate it quickly. Also, the ramp at the high yield is wider than the ramp at the main base, so it'll be harder to defend. But besides that, I had the high yields in mind when I started this map. I really wanted them and the oil pipe to be the two (three >_<) main focuses for the map.
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The only way they're terran favored is because Terran can get that expo up without breaking the rocks, making it easier to hide an expo, if such a thing is possible on a map with only 6-8 mineral patches. This shouldn't be a problem against a halfway-mapaware opponent. It's not Terran favored. Again, the biggest problem is the lack of chokes. It wouldn't be a problem if the rush distances were longer (And by longer, I mean HUGE), but as it is...
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[Edited] I added a few more chokes, created more expos and added a ramp to the main base. Do these changes make the map less Zerg-favored?
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hahaha, I like the fact that it resembles a wc3 map so hard.. :D
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Well I have been a Warcraft 3 map maker for 6 years... so I can't apologies for it subconsciously coming through 
[edit] by the way, what makes it look like a Warcraft 3 map?
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Only question I have is how long is the rush distance, in terms of time for lets say a Marine to walk from one base to the other? Looks good so far otherwise.
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Spenguin
Australia3316 Posts
Ugh whats with all that space behind the mains should fix that I think, either move the mains back or change the layout
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