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[M] (4) Entropy Asylum

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-11-10 23:25:07
September 15 2010 01:12 GMT
#1
--- Nuked ---
Of The Room
Profile Joined September 2010
11 Posts
September 15 2010 01:16 GMT
#2
Having all of those destructable rocks seems to be a bit excessive, I mean why not just make those 9 and 3 o clock expos islands, it might make the map feel more focused. (cutting out those long paths.) But i do like all the different paths in the middle. So far its a good start.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-09-15 01:22:26
September 15 2010 01:22 GMT
#3
There is literally NO room on this map. Even the map analyzer says so.

I do not like the backdoor parts to your natural. I think it is too skinny and should be removed. Also, four DRs is too much. The middle is way too cramped.

EDIT: Make them islands.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-15 01:47:23
September 15 2010 01:30 GMT
#4
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-15 05:57:03
September 15 2010 01:35 GMT
#5
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 15 2010 04:29 GMT
#6
Barrin, there is a bug in the analyzer I spotted from your summary image. It is supposed to print the number of Command Centers worth of space is in the main, and it's printing 0--but the main chokes are identified correctly. I'll check it out for ya
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 15 2010 04:40 GMT
#7
Nevermind, it's not a bug, just a poor setting for a new constant. Go into your constants.txt config file and change this line to value "8.0"

float spaceInMainChokeRadius = 8.0


I'll update the default value for a future release. If other value worked fine for the Blizz maps and other community maps I had, so I didn't notice it was so high.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-15 05:58:41
September 15 2010 05:54 GMT
#8
--- Nuked ---
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 15 2010 08:13 GMT
#9
What's the size of this map?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
sob3k
Profile Blog Joined August 2009
United States7572 Posts
September 15 2010 08:22 GMT
#10
This is not a good map for zerg, even if it is 240x240.

Every time you have a highground/lowground transition or cliff= bad for zerg

Corridors are STILL far too narrow, many are only a CC and a bit wide, this is far too narrow to allow a zerg to get a surround in.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 15 2010 08:50 GMT
#11
Thanks man--I wrote it for myself to do just that! Are you going to replace the summary pic with the correct size of the mains? I think they are quite large compared to Blizz main bases.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-15 17:54:03
September 15 2010 17:20 GMT
#12
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 10 2010 18:23 GMT
#13
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 11 2010 03:11 GMT
#14
First a point of clarification: the ridges at 12 and 6... do they have a double elevation ramp on either side? If so, how is that possible?
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 11 2010 04:51 GMT
#15
--- Nuked ---
KrUnch
Profile Joined June 2010
Australia54 Posts
November 11 2010 04:54 GMT
#16
I like it, although a small change i'd make ( keep in mind i've made to this day, zero starcraft maps), i would change the ramp out of your main. move it so its closer to the middle to decrease the distance between mains. just a little. for example on the bottem right spot; move it down 2 big squars and to the left 2 squares. a very little change but being zerg i see tanks on the cliff there having quite alot of free shots b4 units can get up that ramp(or any unit really).

But overall, i like the map
KrUnch
Profile Joined June 2010
Australia54 Posts
November 11 2010 04:57 GMT
#17
oh and i would make the xel naga towers haeva bit more range. unless i really underestimate the scale, they dont seem to cover the path that and army would walk over unless your cross map position.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 11 2010 05:25 GMT
#18
I agree it's very cool. It's not really relevant in itself, but the seamlessness it provides to the adjoining territories of differing elevations is quite nice.

Since you have SO much space to work with, why not build the map in such a way that it starts constricted but can be opened up over time (with rocks primarily I guess). If you have a center area that is normal by the usual standards, it would look like a choke point here. Have overlooking areas accessible by rocks. Put the watchtowers there. Have even more space in a ring outside of that, possibly with expansions. This would help add some interest to giant expanses, and it would balance things a bit. Terrans and protoss want defensible, centralized terrain against zerg. If they customize how they expand into the map, this helps them stay in control. But assiduous zergs can just break all the rocks away. However this opens the walkways between expansions, helping a terran or protoss player more quickly march between various expansions and their own defensive positions.

Also I don't want to advocate too heavily in this direction, but hostile units in various places seems cool. Like big friggin armies of 'em.
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 11 2010 06:16 GMT
#19
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-11-11 06:21:33
November 11 2010 06:20 GMT
#20
--- Nuked ---
1 2 Next All
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