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![[image loading]](http://www.mentalbalans.se/aggedesign/img/Distance_logo.jpg)
Ver 1.6 (publiced on EU)
Yeah, I know distance sounds ironic - but hey, it's a SHORT distance I'm talking about. Between the mains that is. Short rush distance but some air battle potetional as well? Criticism, strat theories and suggestions are very welcome. It's the second map I've made and my first thread here.
Overview (textured) Full image link
Map Spec:
- Low ground mains and a wide open centre with a circular curtain
- An easily defended natural in the back of the main, on high ground.
- 2 gold expos on low ground. The choke is a mix of DSR and curtain.
- Golds are easily defended IF you control the high ground third next to it.
- 2 Xel'Naga towers on the high ground 3 and 9 o'clock. They overlook the gold and third on the same side.
- 2 Island expos at 1 and 7 o'clock.
Overview (editor view - pathing, etc) Full image link
+ Show Spoiler +
Map Analyser Images - Bases - + Show Spoiler + - Shortest Path - + Show Spoiler +
Additional Info: + Show Spoiler + - The 6 and 12 o'clock mini-islands can hold a barrack or two, but not a CC.
- 2 stalkers can blink onto the 1 and 7 o'clock islands from the gold platform. The distance is similar to that of Lost Temple.
- Towers spies the gold. It also spies the high ground expo next to it - but not the mineral line.
- The space behind the natural's mineral line allows for at least 5 turrets/pylons/cannons/spines.
No Download? Unless Blizzard makes maps lockable, there will never be a download. The map is published on EU, but I need someone else to publish it on US.
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United States10017 Posts
The quick map distance will make this map a favorable to zerg 6 pool of some sort. Natural is so f-ing small, smaller than Nemesis natural =P make the map bigger from the top to bottom and add 2-4 more bases, and create either holes of high ground as obstacles to make the ground trip a bit longer. But altogether, a nice map.
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On October 09 2010 09:49 FlaShFTW wrote: The quick map distance will make this map a favorable to zerg 6 pool of some sort. Natural is so f-ing small, smaller than Nemesis natural =P make the map bigger from the top to bottom and add 2-4 more bases, and create either holes of high ground as obstacles to make the ground trip a bit longer. But altogether, a nice map.
Thanks. I'll consider a hole in the centre instead of circle curtain. Do you think the small nat is a problem, or just fun? 
You have to explain to me why you need 2-4 more bases. Sounds like MANY.
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United States10017 Posts
You can only fit like 1.8 CC in that space, it needs to be a little bit larger. Think about it, if muta harrass, terran can build like 1 or 2 turrets, and toss can build 1-2 cannons, so make it a tiny bit wider. 2-4 bases is if an only if you make the map bigger. if you dont, then you dont need to. However, the gold seems too easy to take with tanks on the 3rd high ground. I propose making the gold instead of the minerals facing north, make them on the west side of that smallish base. you see, its just too little space for bases and such, which is why I propose a larger map. =P you could make the map larger, and ultimately put the 2golds on either side you want, but in the "middle" part of the map. If you look at outsider, katrina, or el nino, you see smallish bases on the "inside" 3'oclock or 6'oclock just for an example. do it like that. BUT ONLY IF YOU MAKE IT BIGGER!!! remember, im just a critic. to you, you can say that im a retard and scrap my suggestions. Hope this helps!!! =)
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Glad to see you brought this over to the TL forums. I would love to see how it plays, although I'm on the North American servers. =(
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.. There is a goddamn option in the PUBLISH OPTIONS that says "unlocked/locked". If you click locked, take a wild guess what it does..? Locks the map! Yay @ locking! Lockity-lock-dick-dock-dong-hong-kong.
Further, the high ground cliff near your main choke is.. Bad. Every terran and their mother (and deceased grandmother) will drop tanks there and effectively reach contain against Zerg for no cost whatsoever. I like the other island, though, since you could hide a starport there or something. Most probably going to be used for blink-stalker-harass, though.
Also, this map is tied with Blistering Sands for least minerals available, AND it has two island expansions. This is not good. You could connect them to gold with a path with rocks on it.
Apart from that, I actually like it, though.
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FlaShFTW
Trying to get the essence of what you're saying - the bases needs to be bigger. The nat is going to be bigger - although there is room for static defense behidn the mineral lines.
Amadi Yeah it is published locked, but do you know how to get the locked file? It doesn't lock the filel I work with in the editor. The smal high grounds by the centre and main choke might too much of an advantage for terran and the island expansions are not justified compared to official maps. I do have 2 golds and no rocks by them though... does that justify the island expos maybe?
Thanks
Edit: Just realized - you're wrong about the Blistering Sands comparision - it has two expos less AND rocks by the gold - and golds further from the mains. I think that makes the island expos justified. However, looking at an image of the BS map (link) I get a good idea on exactly how tiny my platforms are - and how few ground routes there are.
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is it just me, or does this map look like a swastika?
EDIT: i guess i'll add some actual opinion on stuff. looks like it needs more expos, as said, and i think the middle smoke circle should be bigger too, or be made into a line of sorts. it bugs me for some reason. i think this map would be better if it was bigger, which has also been said.
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On October 10 2010 08:19 eLiE wrote: is it just me, or does this map look like a swastika?
Not intended, of course. I think the likeness is just a notch closer compared to BListering Sands, for instance (link)
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