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Really reminds me of Azalea, but the LoS blockers before your nat are really interesting, they add a nice bit of tension. Are you sure you don't want to have the 4th extended so that it can cliff the nat, or have it go high-low-high ground so that you can get reapers and colosi but not tanks or marauders.
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Hey there,
this map really looks great! But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.
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I like this map--its clean and a really great balance between big spaces and small ones. This is just the kind of map we need early in the game's to get a feel for strategies that don't necessarily work on Lost Temple. Great!
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Ahhh was hoping for the old BW valhalla but nice map anyway. I dont see any issues with this Great work!
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On July 27 2010 11:56 WolleKK wrote: Hey there,
this map really looks great! But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way.
I felt like gold minerals made this map simply too easy, and 4 gold bases on a single map is kindo f a lot.
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On July 27 2010 12:38 prodiG wrote:Show nested quote +On July 27 2010 11:56 WolleKK wrote: Hey there,
this map really looks great! But I think the second expansion (the mineral only) should a) be much better defendable or b) gold minerals. So you have a tough decision where to expand. Take the "normal" way or the power minerals/the easy to defend way. I felt like gold minerals made this map simply too easy, and 4 gold bases on a single map is kindo f a lot. That was my concern too Maybe the concept isn't the very best, but in SC2 Blizzard always wants to make the player decisions. At this point of time your only decision is "do I get this expansion without the so needed gas or not?" But hey, I never played a SC2 map with a mineral only, maybe it is a lot of fun Can't judge it
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Few notes. As a protoss player, I dislike the map, specifically against zerg as they can: a) double expo b) zerling runbys to prevent expo
the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.
Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.
In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.
All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats.
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On July 27 2010 21:04 its.willo wrote: Few notes. As a protoss player, I dislike the map, specifically against zerg as they can: a) double expo b) zerling runbys to prevent expo
the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.
Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.
In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.
All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats. The ledges are wide enough. And if you're worried about zergling runbys, why don't you make a pylon simcity? That sort of this is blocked fairly easily.
As for towers, there aren't any positions on the map where the towers would influence gameplay in a way that would keep it interesting. It'd only be essentially a crutch for bad scouting rather than a key point that a player wants to control throughout the game.
The rush distance on this map is fairly small for a 4 player map. If you see a zerg double expanding, you shouldn't let him simply get away with it.
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it is really an amazing map. i hope you can NOT shoot with tanks to the minerals from 4th expo to natural oh and maybe an addition of 1 xel'naga in the center would be a good idea
oh and according to the youtube video its valhall not valhalla (it says he was wrong in the title)
but anyways, its a really good map
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cool map but i thought it would be a port of hall of valhalla
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On July 28 2010 06:40 alphafuzard wrote:cool map but i thought it would be a port of hall of valhalla
Same here. Liked that map even though it probably wasn't the most balanced thing.
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On July 28 2010 06:16 spawned99 wrote: it is really an amazing map. i hope you can NOT shoot with tanks to the minerals from 4th expo to natural oh and maybe an addition of 1 xel'naga in the center would be a good idea
oh and according to the youtube video its valhall not valhalla (it says he was wrong in the title)
but anyways, its a really good map in ancient norse crazy language it's called valhall which means halls of the gods or something like that i don't remember exactly, you can google all about it
You shouldn't be able to tank naturals from the 4th, and if you can then I'll be fixing it.
This is something I'll be testing ASAP
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Bump: map is published under "iCCup Valhalla" on US.
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Why do almost all maps have an obnoxious cliff over the natural?
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On July 28 2010 12:06 SubtleArt wrote: Why do almost all maps have an obnoxious cliff over the natural? it's just a space filler, you can't do anything there.
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On July 27 2010 23:38 prodiG wrote:Show nested quote +On July 27 2010 21:04 its.willo wrote: Few notes. As a protoss player, I dislike the map, specifically against zerg as they can: a) double expo b) zerling runbys to prevent expo
the colossus could be used at the ledges, but the ledges aren't wide enough (hard to tell from the images) for the colossus to sit properly.
Good for TvZ in the respect that reaper harass is good. They can use the bunker and that can lock down two expos. Alternatively, the terran player could throw down a planetary fortress at the mineral only expo and just about prevent any runbys.
In general, it's good for zerg as the expansions are soo tightly packed, it'll be a nightmare for other races to just keep up. Perhaps some towers on the ledges and wider ledges could make the map more balanced.
All in all, it's a very well thought out map. Quite a lot of bases, which may influence the style of games played on this map, but it's an interesting design and looks like fun to play on. Congrats. The ledges are wide enough. And if you're worried about zergling runbys, why don't you make a pylon simcity? That sort of this is blocked fairly easily. As for towers, there aren't any positions on the map where the towers would influence gameplay in a way that would keep it interesting. It'd only be essentially a crutch for bad scouting rather than a key point that a player wants to control throughout the game. The rush distance on this map is fairly small for a 4 player map. If you see a zerg double expanding, you shouldn't let him simply get away with it.
I can see where you're coming from. I'd like to try this out in a real game I look forward to playing on it.
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On July 28 2010 12:51 prodiG wrote:Show nested quote +On July 28 2010 12:06 SubtleArt wrote: Why do almost all maps have an obnoxious cliff over the natural? it's just a space filler, you can't do anything there.
You can make it a cliff or something. Cliffs like that just scream "drop something here and be a faggot"
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Just a question, have you published your maps on EU as well? Your maps look awesome but i have not seen them on the EU server.
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