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![[image loading]](http://img801.imageshack.us/img801/6056/heightsbanner.png)
![[image loading]](http://img534.imageshack.us/img534/7724/overviewsmall.jpg)
*Updated Jan 11: Eliminated excessive use of the height tool.
Map is on NA server. Let me know what you guys think.
The natural has rocks on the ramp but it's pretty easily attacked. The ramp leading into the main goes up twice so its easier to defend. Either of the other regular expansions could be potential thirds. There are gold minerals in the middle with rocks.
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looks awesome
wish blizzard would add more maps to the map pool like this
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Do I see 2 ramps into the main both accessible from the middle of the map? I would think that would be quite hard to defend. If it isnt 2 ramps into the main, then I think that the map is OK. I would have to say though that getting a 3rd on this looks quite hard, since you have to like move your whole army away from your nat to the third allowing your nat to get killed quite easily.
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The map seems rather large for the amount of expansions it contains. I think that either more expansions can be added or the overall map size can be decreased, or the space can be used more efficiently. Right now, the middle is really large, which makes the map look large (it is large, as shown my the map analyzer). Maybe of the sizes of the bases were increased, this problem would fix itself, but the bases are already well sized given their type of base and its location on the map.
I strongly believe that the double ramp into the main is unnecessary. You can raise the ground up a level, including the third, and place a ramp that connects that level with the middle. That would appear more aesthetically pleasing.
I like the idea of the in base natural, I used it to a similar effect on Demolisher.
I must say that your texturing and doodads make this one of the more beautiful maps on TL. The bounds are also amazingly well created, with trees around them, and the fog on the ground. I'd love to see more maps as beautiful as this created by you, but your gameplay needs just a tiny tiny bit of work.
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I'm not sure why the third on that peninsula is so far from the main. I also am not a fan of that double-ramp main choke. It seems like, as the map is now, it will have the same problems as Jungle Basin in that it has a guaranteed natural and a very difficult third.
I think both problems could be solved, and map flow improved, if you were to move that peninsula in and connect the third to the main choke's first level. In this way, it would be more like Delta Quadrant in that there is a riskier natural right outside of the choke and a safer choke protected by rocks. It would also help map flow into the fourth.
If this is exactly what you're trying to avoid, then you can disregard my opinions. I just think that one of the most appealing things to players - as far as maps are concerned - is a clear expansion path. Working off of the theory that not having to make decisions about where to expand and dealing with far expansions allows more space for more fun strategy.
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thanks for the comments guys. The reason the third is so far away is that it makes it more of a commitment to attack it by ground. It's a much easier third than jungle basin.
@SiCkO_ : There are two ramps in but the one to the natural has destructible rocks. This is why i think the double ramp on the other side is important, as the rocks into the natural will almost always be broken down and players will want the other entrance to be easily defendable. I think because of this there needs to be an easier to take third on the bottom-right and top-left.
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Just updated it. Seperated the middle-side expansions into two, making expanding out your natural expansion much more viable. I also brought the former third a bit closer and gave it a fatter ramp, also got rid of the double ramp.
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Wow, this looks like a really nice map! I'm going to test it out and post a replay sometime soon
edit: while testing this map I found that small units such as probes can pass by the rock back entrance, you need to make those rocks bigger
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looks great, would love to play it!
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Thanks! fixed it. Seems you can't block a ramp with the 4x4 destructible rocks no matter how big you make them, had to use the 6x6 ones.
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This map looks much better after you made those changes. The DRs letting small units pass through was a glitch, but raising the ground in between the main and third, and adding an expansion at each of the corners was a good idea. Nice job.
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On December 24 2010 23:36 hostilepig wrote: Thanks! fixed it. Seems you can't block a ramp with the 4x4 destructible rocks no matter how big you make them, had to use the 6x6 ones.
the unit and it's actor both need to be tweeked in order for it to work properly (both graphic and pathing radiuses), otherwise your "new" unit is dependent on the old "pathing blocker" size
in any case pathing is often anathema to graphics in sc2, the player perspective is misleading and only thorough testing irons these "glitches" out
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On December 25 2010 00:12 baskerville wrote:
the unit and it's actor both need to be tweeked in order for it to work properly (both graphic and pathing radiuses), otherwise your "new" unit is dependent on the old "pathing blocker" size
in any case pathing is often anathema to graphics in sc2, the player perspective is misleading and only thorough testing irons these "glitches" out
Where would i go to edit the pathing radius?
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Correction, you need to worry about 3 things in conjunction, the unit, the actor in correlation with said unit and the footprints "template" to get it all up to your nerdgasum level. First open up the data editor (duh)... When "visiting", you can access anything here (the different types of objects are all accessible but only a few can be accessed at once through the "quick list" you have underneath at all times)
![[image loading]](http://www.cacaouete.net/sc2/editor009.jpg)
From a clean galaxy, you should always be able to find related "objects" through this method:
![[image loading]](http://www.cacaouete.net/sc2/editor010.jpg)
(here I've selected the unit dr 6x6, so it showcases actors and footprints involved underneath, do click on "view linked object" to reach what needs to be)... Do note that the search function isn't worth spit if what you are looking for is down a folder.
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Wish I had more feedback than this, but... looks awesome!
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Looks great well done!
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Well done! I like the layout for the most part. It looks like every has a purpose. The overview picture looks very dark, but from what I can see it looks nice.
I'm not a fan of the expansions at the east and west edges of the map. I'd like to see each of them brought closer to the center. Right now they look too far out of the way. Even if that was your intention, I think you may have exaggerated it a tad. Other than that, it's a super cool map!
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Thanks guys, anyone played it? Feeedback?
The tileset is Aiur (urban), hence the creep marks on the cliffs and wrecked protoss stuff.
@lovablemikey: The expansions your referring to would probably be a players 5/6th expansion so it makes sense that they are a little out of the way.
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Ok, i've evened out all the extremely low areas and created a similar effect with the fog editor to eliminate the ability to hide units in the pits the map previously had.
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