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the textures look good, but a bit plain
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The layout is pretty solid but the middle... 4 towers so close together is super unnecessary and those gold bases should only have one gas cause you can only take them if you have mapcontrol, but then you can take more than one.
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overview: + Show Spoiler + Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive.
The current mineral lines are: Main: 8M, 2G Nat: 8M, 2G Third: 8M, 1G Fourth: 5M, 2G Gold: 6 (lower this to 5 probably), 1G
Still looking for someone to help me with tips on doodads if possible .
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On July 30 2011 03:05 EffectS wrote:overview: + Show Spoiler +Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive. The current mineral lines are: Main: 8M, 2G Nat: 8M, 2G Third: 8M, 1G Fourth: 5M, 2G Gold: 6 (lower this to 5 probably), 1G Still looking for someone to help me with tips on doodads if possible  . now add chokes back in :p
Really though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better.
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On July 30 2011 03:38 iGrok wrote:Show nested quote +On July 30 2011 03:05 EffectS wrote:overview: + Show Spoiler +Updated a little bit, tell me what you think. I removed the middle and replaced it with a lot of open ground since I got a lot of people telling me that there's too much choke and almost no open ground. To make the gold bases a bit more difficult to capture (since the xel'naga towers aren't there anymore) I placed some LoS doodads infront of them. Guess these can both serve a purpose defensive and offensive. The current mineral lines are: Main: 8M, 2G Nat: 8M, 2G Third: 8M, 1G Fourth: 5M, 2G Gold: 6 (lower this to 5 probably), 1G Still looking for someone to help me with tips on doodads if possible  . now add chokes back in :p Really though. But instead of a huge missing area in the middle, try something else, like 4 obstacles or something that lets the map breathe a bit better.
Make me something in paint so I know what you sort of mean D:!
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Updated OP. Also submitted for MotM #8
I'm not entirely confident with the layout in the center but it's the best I can come up with at the moment.
MotM #8 submission
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Made a few more changes to answer to the people's requests from reddit and teamliquid: - Completely changed the center, going from 4 gold bases to 1 center massive gold base that's hard to capture. (the battlecruiser blocking the expansion is going to be made destructable, if this is not possible I will remove the battlecruiser and set rocks) - Made the path going from the Third to the Fourth a little bit bigger. People were worried about the chokes on the map so I tried to made it a little bit less chokiers where I could. - The naturals have been made a bit bigger to allow more defensive building placement, also wall-offs from ramp to CC/Nexus/Hatch are more difficult this way. My hope by doing this is to make walling off at the choke entering the natural a little bit more attractive.
Please let me know what you think of these changes!!! I need your feedback!
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All the expansions are tucked back with a choke-area. You might want to consider bringing them more in the open. Theres no way to get at the back of the mineralline if lets say a toss expands and cannons that choke.
Also its hard to defend vs air-herass like this, you have to walk your units to the expansion, around the building, around the minerals, then you can finally attack.
Dont bring all of them to the open, but atleast one expansionspot.
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What the hell is wrong with the gold ? Double gold ?
Anyway looks pretty bad, backwater like ?
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Here's my perspective as a mid-dia Zerg. The layout reminds me of typhon, but it doesn't have too many ledges and level-changes which is what makes typhon and to some extant XNC so blink stalker favoured and that's probably a good thing. There's still some of that, but also a good amount of chokes so I could see protoss doing well on this map vZ but at the same time there's a lot of attack paths so Zerg harass options are strong post mid-game. It looks like there's a two-tumor distance between the main and the nat, which is good. The Natural being 7 patches instead of 8 seems... really weird to me and would probably favour Zerg over the other races and be the biggest hinderance for terran, as they would mine out their first two bases a little faster than usual. I can't really tell what the attack distances are but overall the map seems nearly Tal'Darim sized especially if you spawn cross so that the centre architecture blocks (top right and lower left). The center gold seems pretty pointless since if you can hold that, you've probably won. On the other hand, Terran might be able to slowpush to it and hold it, thus starving an opponent that can't attack into a sieged terran since the terran has the gold and the opponent doesn't, though even in that scenario it seems like it would be very hard to hold onto. Overall it seems like a Zerg map. A lot of open space, a lot of attack paths once you get to three bases and trying to end the game before three bases would be harder than usual since fewer patches are available. Terran seems to be at a disadvantage here vZ, though vP the distances would be good for T overall. Baneling landmines would be good, drops/nydus/warpins to the main seems feasible and I think there's more than the normal amount of space you could proxy buildings to. Phoenix/muta/banshee would likely do as well as on most maps, though the airspace seems a little tight. The mouth of the natural is a little far from the nat itself, meaning it would be tough to get spine coverage of it though it does remind me of maps like shattered.
quote from reddit
also updated OP with links to MotM #8 submission and the PlayXP thread. If anyone can help me settings up pictures in PlayXP I'd be very very grateful, as of now I just managed to link the pictures on PlayXP. PlayXP thread
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Updated OP.
I will most likely enter this map for the TL Map Contest if I manage to fix some minor issues (which should be no problem).
I updated the map a little bit by adding a different attack path blocked off with some destructible rocks. I hope you guys like this change.
I'm also very eager for feedback, both positive as negative!
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The map overall doesn't look too bad. I would definitely consider getting rid of one base for each spawning positions...17 is a bit much. It also looks very narrow, which might suck for zerg. I'd delete a base and try to make it more open and add in a xel-naga or two.
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Only problem i see in this map is the locaction of gold base. If its cross position spawns and terran gets planetary on gold base its gonna be pretty hard to break trough, especially when gold base is covered by walls. It should be more like antiga shipyard so that gold base is much harder to defend.
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I think the center are having high ground would be interesting.
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It looks pretty good, well done. I think some parts are a bit too narrow though.
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there are so many chokes on this map and i think seige tanks might cause a problem by seige from third to the nat
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great map but i think it would be really hard for zerg cause of the small choke points and siege tanks and closi would wreck on this map
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Don't listen to anyone but Mairou!! Yes, there are a lot of chokes on the map but they have pretty reasonable proportions and also there are sooo many attack paths that Zerg will have plenty options for counter attacks. But yeah, middle expansions are kind of a BW thing and don't really work in SC2 very well.
Also if you want to submit it to the TL contest you should definitly think about good locations for XNT's
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