Introduction: So i started to make my motm#5 map and 'finished' doodading a few minutes ago. (it was alot of work btw^^) The Map is pretty straight up with normal rush distance, 160 from main to main and 120 from natural to natural. The natural design with the 2 path is not a copy of xelnaga caverns or backwater gulch. i never even thought about those two maps while i was doing this. despite that it comes really close to xel naga overall which is not a bad think because most of the people say xel naga is a good map.
Explanation: standard main to natural, two path into natural then 2 thirds, one on lowground and really open and the other on highground with rocks on the choke so u can open up the path if u want. xelnaga tower blocks the gold and is destructible. rocks in the middle can be destroyed to open up space.
Doodads: I spend a shitload of time to design this and im really proud of it. The city view looks exactly how i want it to be. Im not so sure about the Industrialpart. its pretty packed. Everything is influenced by Star Wars even the name is Coruscant backwards.
Problems: - u can still see the people on the minimap when u scout them. i have to fix this but i dont know how. - u can see zerg creep tumors. ~~ - the ingame overview looks like a mess lol
Hmm... It LOOKS amazing, GREAT job on the doodading... I am wondering about the layout of the 3rd... I'm no mapmaker, but it looks a bit far, has two entrances, and creep spread to there looks a bit hard. Besides that, amazing work! (hope you fix those bugs, ahaha, scouting the people).
Also, your use of destructable rocks is actually quite good, so props on that!
The ascetics on this map kick various degrees of ass, nice work! Not sure what others think, but is it a problem that controlling both the watchtowers allows you to have vision over every attack route? I don't know myself. Regardless great work! gl with the MotM.
im glad u like it. @darkbane...actually u can easily avoid the xelnaga vision on the bottom right or the top left and i dont think one player should ever get both of them. its not that far away from ur natural and while i was testing the map i felt comfortably to leave one unit there without being nervous to losing it.
Played one match against Mereel on this map. Textures look much better ingame then on the Overview Pic. Sadly one rarely has the time to watch the doodad work but the map feels good itself. Only concern could be taking a 3rd easily. Anyway a very good map and yet already a good candidate for MotM#5
just one minor thing, some the white decals have different brightness. but that can easily be adjusted by tinting them white and playing around with multiplyer. motm#5 will be so hot