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Crimson Crater
Version: 0.1 Players: 2 Size (Playable): 140x140 Spawn Positions: 1 & 8
Features: - Outer and inner attack paths - Open Natural expansion - Simple, regular stuff
Angled Image: + Show Spoiler +
Analyzer Images: + Show Spoiler +
Notes: Back to basics. Regular sized map with simple features. Multiple attack paths radiating from the center. Less experimenting and more just trying to make a good map. Hope you like it. As always, comments and questions are appreciated.
My Other Maps Moonlit Monastery Orbital Decay
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plain, simple and good gameplay I guess, though I will not become a big fan of such a layout.
- the LoSB make it difficult for the defender - third is very open, I rather take fourth (left hand, that is top left fourth, when starting at 8 and abuse highground at main to siegetankspam atackers from my right) -central area should be more open (smaller crater, allthough I oike it desgnwise)
if you want to balance things out (left, central, right hand route) I would suggest to move Xl'Naga infront of third and get rif of this ramp, switch gold towards current position of Xel'Naga, probably a bit more towards Nat and make one wider ramp into centre from each side and gain some space for outer gold bases, pathes and centre.
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The only problem that I see is that the natural seems to difficult to defend early on. I mean defend the nat and the ramp to the main. It is too stressful as zerg due to hellions cooking up all of the drones :S.
Reposition the ramp so that it faces the natural instead of your opponents base and/or tighten the choke to the natural by pulling the lava closer to the ramp to the main.
gl
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Have the above posters played the map?? The issues you guys are talking about are subtle and very spacing dependent. I agree they are things to think about, but you can't recommend tuneups without even seeing it in action.
The offending observations seem more like features of the map, to me. Personally, I think the middle is the coolest (and somehow plainest!) center area I've yet seen on a map, so good job there. I like the texturing; would you be adverse to adding some kind of distinguishing feature (perhaps ornamental) to the main bases? That's the only improvement I can think of from just looking at the pictures.
The basic utilitarian style really makes this a success, kudos.
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@Samro225am, - I assume you're speaking of the LoSB near the naturals. Why do you think it makes it harder to defend? - If you think the fourth is better than the third, then I think I've done a good job. They have their advantages and disadvantages and I like to encourage decision making in my maps. - I wanted the center to be more constricted while the outside was wider.
@Antares777, The natural and main ramp should be easily defended by two well placed spine crawlers. It's not any more open than Metalopolis. The ramp is pretty close to the natural even if it looks far.
@EatThePath, Thanks. Can you explain more what you mean by adding distinguishing features to the mains? What would be an example?
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On October 04 2010 12:24 BoomStevo wrote: @Samro225am, - I assume you're speaking of the LoSB near the naturals. Why do you think it makes it harder to defend? - If you think the fourth is better than the third, then I think I've done a good job. They have their advantages and disadvantages and I like to encourage decision making in my maps. - I wanted the center to be more constricted while the outside was wider.
LoSBs: it makes it hard for the defender because he has to scout up/down to the watchtower to control the outer path. you cannot position your forces close to base. newly aquired forces will be in constant danger of being attacked from centre or from behind LoSBs. I commented on this feature as I think this makes it hard for the player in defense once he is under pressure.
it is interesting though. I think it contributes to the design as one has to decide if you want to take the left or the right path. the comment was not meant to be connected to my comment that i will not become a fan of the layout. i actually did the same in my last map, too, putting LoSBs between naturalö and backdoor ramp. if you do not scout enough you will have to move some forces to the other side of blockers that then are kind of out of position because of the main path into the nat being pretty much on the opposing site of the base.
so I understand this as a design feature, but wanted to emphasize that it makes it hard for the defender. in such a layout i think it is hard for both opponents to expand towards each other, one goes left, the other takes the right path, kind of I guess (I did not play the map)
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@Samro: I appreciate the comment more now. I think in this case sitting at your main ramp covers you well enough?
@BoomStevo: I just meant that the ground at main and nat looks exactly the same. If it were me, I would paint some lighter spots around the main, or metal shapes, so that you can see immediately where you are.
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@EatThePath, Ah, I see what you mean now. I used 2 textures for the natural and completely different 2 textures for the main. It's probably hard to tell with these zoomed out views. I may add some metal as you've suggested just to make it clearer and break up the blandness.
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Working on a few revisions for the map and I thought I'd throw them by everyone first.
Rough Image: + Show Spoiler +
Planned Changes: - Repositioning the 4th closer to the naturals, thereby making it an easier 3rd base. (Green) - Making the current 3rd easier to defend by adding cliffs in front of it. (Blue) - Adding another expansion between the 3rd and 4th. (Red) - Retexturing the main to make it more unique. - Moving LoS blockers.
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dezi
Germany1536 Posts
I'm not sure if it would be to much bases if you add a 5th Oo
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On October 16 2010 06:00 dezi wrote: I'm not sure if it would be to much bases if you add a 5th Oo I'll probably reduce the number of mineral patches on the expansions, and perhaps make one of them mineral only or have only one gas.
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