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lol at the wnio advice.
I envision a lot of air harass around the mains, which I can see being one of the main arguments, and a lot of narrow passages as well... other than that the colors and layout is nice. Center area with the towers remind me of Antiga Prime.
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Yeah I guess there are narrow passages BUT you can counter attack very easily as well (I go attack right, he goes counter-attack left and vice versa) so I hope it balances out like Crossfire.
edit: Oh and what do you think about the highground all around the map. Does that make air/drops overpowered? Haven't seen that in many maps. edit2: btw @ IronManSC , the expansion layout for the third and onwards was very much inspired by your map Astro Field
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Can you shoot the geysers at the natural from the high ground without revealing yourself? It looks like a single void ray or banshee could be soooo annoying (if this is true). If so it's a feature of the map! ;D
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I'm not 100% sure about this but according to Liquipedia "Ground units on low ground can counterattack air units over high ground. Air units will get the first shots but can be attacked as normal after that. "
If this would be a problem I could change geyser position tho, but I don't think it will.
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that looks pretty cool i love the gras in the middle, its so ...green i guess o.+ and unique layout too, we hadnt something like that for a long time
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I don't think taking the natural would be too hard, it's more closed than XNC. The only difference is that there's no "right" entrance to attack, as the rush distance to either could be the same, so an attack into either side might be more obvious.
No one has really played on Desert Oasis in some time so I don't know how this might function with the current metagame, which certainly involves faster expansions.
Still, to get a map layout like this to work, you might have to make it a nonrotational mirrored map (Like scrap station) so you can control the rush distance of each entrance, or have only one entrance to the natural without ruining the rush distance.
I think the glowing yellow light in the middle looks weird.
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I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.
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On July 17 2011 09:19 GGPope wrote: I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.
There are 3 ways for reapers to jump into the main and do some scouting and maybe harrass which is more than you get on most maps so I really don't think that's a problem
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This map is aesthetically awesome :D And I loved watching games on DO, so it would probably the same with this map, good job!
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I also like the aesthetics of the map, reminds me of the Schwarzwald ;-). One thing though: you should put those mineral patches closer together. They are kind of spread out at each expo, which might force additional workers to mine at full capacity. It also makes it much more difficult to use them as "cover" for marines and zealots against zerglings in the early game.
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Tthe natural is impossible to secure. Not only can you not wall off, but you also need 4 crawlers/bunkers to cover your natural and main ramp against harrass. I would suggest a design like this: + Show Spoiler + Sorry for using paint, but I hope you get the idea.
Otherwise it looks like a really good map with many viable attack paths and harrassment options.
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I feel like siege tanks will be quite good for terran on this map because you can cover both ramps/chokes from main. Maybe even too good.
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Why are there rocks at the far base?
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On July 17 2011 17:10 iGrok wrote: Why are there rocks at the far base?
dont know his intention of them but i like to see them there to reduce the amount of easy takeable sneaky expansions , sure you can just scout all arround the map like on most maps but when it comes down to tense matches ur forced to use some time with ur forces to secure additional income . i know allot zvt where in the end just mule income with floating ccs won a very close game .
Other then that you gotta make the area between gold and natural where there is this choke way more open . there where your rokish stuff is just cut of some from it and this map is playable without splash turtle deathball fear.
The high lowground revalence aswell as how the flow of expansions is promises awesome games.
Dont know if this is a Xel Naga Caverns rivalist as top map as of yet just because i hate 300 apm spammed air battles where one click of a 0.1 sec time window can cost you the game.
I love also 2 attack paths for the natural cause i hate extreme greedy FE combined with static defense wich is unpunishable .
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On July 17 2011 17:10 iGrok wrote: Why are there rocks at the far base?
I don't know either...
... well first I just put them there cause the two lowground expos were so close together that I didn't want Zerg to take both too fast but they are kinda useless, except they create a more choked area. Guess I could remove them tho^^
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That looks really good, easy 2nd expo, good 3rd, the 4th has two paths to it, good chokes, really nice design
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fuck off
User was temp banned for this post.
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That map looks really good and I will play some games on it as soon as I get home. love the look as well as the strategical layout (expand placement or different paths to your opponent)
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