|
This is yet another four player map that I have made.
Shoreline 1.1 + Show Spoiler [Overview] +
+ Show Spoiler [Analyzer Images] +
There is a close by natural with a small choke and a nearby third. Rush distances are pretty standard, so rushes are definitely possible. There are nine mineral expansions at the 12 and 6 o'clock positions and high yield expansions on the high ground. XWTs are placed on the low ground in the middle and provide vision into the middle and the high ground above the XWT.
1.1 Changes: -Larger main. -Larger ramp to the natural to make fast expanding and defending your natural more difficult. -Changed the inner ring to man made cliffs for aesthetic reasons. -Added small high ground areas that are pathable by the golds and nine mineral expansions to promote more drops and good Overlord placement.
~Feedback is greatly appreciated!~
Search "Shoreline" to play (US)!~
My Map Thread
|
Pretty clever actually, close third but no real fourth.
Tho some people will complain about that 
Nice beachtheme!
|
dezi
Germany1536 Posts
Might look better if the inner ring uses man made cliffs (not those metal ones). You gonna add Analyzer pics? Looks good one the first sight
|
On January 13 2011 03:50 dezi wrote:Might look better if the inner ring uses man made cliffs (not those metal ones). You gonna add Analyzer pics? Looks good one the first sight 
Yeah, I guess it would look better.
Yes, I am going to add analyzer pics after some testing and the next version. That reminds me, I forgot to get analyzer pics for Freerunner. Expect both to be up around the same time.
|
United States10149 Posts
It looks if the main is a bit too small. if it is, then i suggest moving the 3rd out a little bit. can a tank from one nat hit the edge of the other natural?? just wondering.
nice though. i love the map.
|
move fourth at 12 an 6 a bit closer to centre, some space (>bigger height of map) is wasted here.
right now XNWT are not of too much use. put the two mainpathes above and below XNWT to additional heighground area sothat there is some real need to use them OR make whole centre area that now is lower a heighround sothat towers help to attack up or something similar. right now there only purpose is to defend central are (=control), right?
|
Looks nice, but it seems far too easy to take three bases. Chaning the placement of the third, or having a second route to it, would probably be better. Seems like you could go for it as your natural when you only have one choke to defend either way. Not sure how much it will matter, but there's much less space to run on the sand behind the third on the 1 o'clock position than the others, making it safer against drops and such behind the minerals than the other positions. Also less space if you want to use blink there for whatever reason. Overall it seems like air units will have a field day, bouncing between the main and third, but the bases seems very easy to defend otherwise. Gold expansions seems easy to take as well, as it's so near the choke of the third. Maybe move them to the low ground in the middle and move the paths leading to the 12 and 6 expansions more towards the middle, making the XWT's more crucial to hold? Just some thoughts.
A side note, does anyone else see the map as a happy old man with a moustasche?
|
think homer with a moustache and you'll all see it!
really like the "Nice beachtheme!" and that center tile (not "dark" enough for my taste at 100% opacity in galaxy) is probably gonna end up being one of my fav, although it really seems impossible to blend the two, you've done real good
iccup stamp material, if it needed to be said
|
@Flash - You're right, I played this on B.net with some people, and it has been determined that the mains are small.
@Sam - The XWTs look up onto the high ground in between the bases that you said should be moved towards the middle. In spawns for those positions, the XWTs are quite useful at their current location.
@Sushi - The natural right now is way too easy to take, that I am aware of. The third is not as easy to take as it may seem. It can be sieged from the high ground, and is on low ground compared to the area outside. Walls will not work as effectively on low ground.
@Baskerville - Thanks! I'm glad you like it!
To-Do List: -Enlarge mains/nats. -Enlarge the natural's ramp. -Bring the nine mineral expansions closer towards the center. -Add more space for turrets/cannons/harass behind the natural. -Inner ring shall be made out of man made cliffs instead of natural ones.
When I play games on this map, the mini map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that?
Thanks everyone for the feedback, a new version will be out in a few days, I have a personal event to go to Friday.
|
On January 13 2011 08:32 I wrote: When I play games on this map, the mini-map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that?
So... can someone tell me how to fix that? Otherwise I'm going to have to switch title sets, and I really like the beach theme.
|
In cross or horizontal positions, a relatively fast double expand looks very tempting. Perhaps a forge double expand (not really viable in practical terms) or a Zerg 3 hatch play (BW style, somewhat more viable?)
|
On January 13 2011 16:42 JerKy wrote: In cross or horizontal positions, a relatively fast double expand looks very tempting. Perhaps a forge double expand (not really viable in practical terms) or a Zerg 3 hatch play (BW style, somewhat more viable?)
It's not as viable as it may seem.
|
On January 13 2011 15:36 Antares777 wrote:Show nested quote +On January 13 2011 08:32 I wrote: When I play games on this map, the mini-map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that? So... can someone tell me how to fix that? Otherwise I'm going to have to switch title sets, and I really like the beach theme.
it is difficult to guess what is wrong, but did you try to just create the tileset again and let the texture tool just switch textures accordingly?
i do not really remember everything, but i had a blacl-texture, too and just recreated my set...
|
On January 13 2011 21:07 Samro225am wrote:Show nested quote +On January 13 2011 15:36 Antares777 wrote:On January 13 2011 08:32 I wrote: When I play games on this map, the mini-map doesn't show any terrain. I am using a custom title set and must not have set something up correctly, can someone help me with that? So... can someone tell me how to fix that? Otherwise I'm going to have to switch title sets, and I really like the beach theme. it is difficult to guess what is wrong, but did you try to just create the tileset again and let the texture tool just switch textures accordingly? i do not really remember everything, but i had a blacl-texture, too and just recreated my set...
Hmm, I'll try that, and if it doesn't work, expect the map to look more like a jungle and less like a beach.
|
Fixed it a little: ^_^
To-Do List: -Enlarge mains/nats. -Enlarge the natural's ramp. -Bring the nine mineral expansions closer towards the center. -Add more space for turrets/cannons/harass behind the natural + Mains. -Inner ring shall be made out of man made cliffs instead of natural ones. -Remove green textures around the inner ring
|
On January 13 2011 21:47 EunByuL wrote:Fixed it a little: ^_^ Show nested quote +To-Do List: -Enlarge mains/nats. -Enlarge the natural's ramp. -Bring the nine mineral expansions closer towards the center. -Add more space for turrets/cannons/harass behind the natural + Mains. -Inner ring shall be made out of man made cliffs instead of natural ones. -Remove green textures around the inner ring
I kind of wanted an "overgrown" kind of feel to the inner ring, so I think I am going to keep the grass.
|
on texturin of ring: if cliff is a natural cliff, than metal texture is unlikely. might look better to have earth/dirt towards edge and a number of smaller clusters of metal-stuff. if cliff is a man-made cliff that is overgrown later, than use the tech-cliff
i like the direction of mixin textures
|
V1.1 is now on B.net and the images have been updated.
|
Analyzer images are up, thanks to Johanaz.
None of them resized, thanks to TL. I have an idea on how I am going to resize them without using anything like photoshop, it should work. Bad news is I have so many things that I have to resize lol
|
The Bel Shir man-made cliffs look kind of strange with the dark grey tiles, it's just an idea but you might want to experiment with other man-made cliff sets around the middle of the map. You can use up to 4 cliff sets per map so you can still use the Bel Shir one for the bits nearer the outside of the map if you desire. Either the Ulaan or Ulnar (I always confuse the two, but the one used in XNC) man-made is the same style as the Bel Shir but is dark grey in colour, might look nice
|
|
|
|