Introduction: After TPW Antiga Prime, I really wanted to try something that was totally out of my way: a beach themed map. LSPrime was my inspiration when I thought of making a beach map, and at first TPW Ohana was almost the same as Bel'shir beach (because that's what we think of when we think of a beach map), but then I thought it was too original and too generic. With my team's support and feedback, and my own created tileset, I created a beach that was more rugged and dry, and that's what TPW Ohana represents!
The pathing was a little tricky, so I resolved most of it by adding canyons around the edges to better define where the pathing will end when units are in the water. All water inland is pathable and buildable.
Players: 2 Bases: 10 (no golds) XWT: 2 (center) Size: 128 x 135
Really like this map, Easy to take thirds, long rush distances but not insanely long, if pros were to play this I think this map would dish out some great games!
Map looks really good. Originally my valley of legends map was going to be a beach like map but ended up trying to go a different route since more and more people seem to be doing the beach type. That said your map does look really nice.
Since you know how I love to throw my suggestions towards you whenever you make a map, I've decided I will do that.
I think making the 3 & 9 o clock bases a little more open will allow you to move thru them much easier. Right now it's a little tough to not move thru the map without going into the XWT. It reaches about 1/3 of the ramp to those 3 & 9 bases and then if you do go thru that path there's only a single wide ramp. I'd think adding another ramp to the base, moving where the minerals are & making the single wide ramp a double wide could add some more flow to the map.
With that said, the expansions by your main that are kind of out of the way almost seem impossible to take. You could take them for your 3rd but I feel it's a long distance to get troops from your nat to that 3rd & it's such a huge choke that defending it might be a problem. For that I suggest putting up a high ground pillar in the middle (the black boxes) and LoS blockers from that pillar to the high ground in the main & the 3/9 bases (the orange lines). I think then it could be more of a "hidden" base for the player and thus will make people scout better.
Again, great map, love the overall flow of it (although I would like the sides to be opened up a bit more) and the aesthetics of it look great. Maps are getting nothing but better from you bud!
Nicely done! The aesthetics seem pretty ripped off from Bel'Shir Beach, but I'm not against that :p Looks really cool. I like how you added in the yellow grass to some areas. Some more trees might be nice just for more of a lush feel, but it looks good right now.
My main concern is that the natural is too open (hmm... same problem as Bel'Shir beach). I realize that you can wall off from the ramp-natCC, but it really won't work with two wide open chokes. I suggest raising the main and natural, and then trying a backdoor style similar to Peaks of Beakdu from Brood War. It would use rocks instead of minerals though- something like this.
I guess the only issue doing this is that there will no longer be an overlord scouting pod in the main. You can add one behind the natural to scout expansions, but scouting the main is pretty difficult. You might move both gas to the same side (near the lowground 3rd) so that overlords can scout the gas and determine the build.
I also drew in a couple high ground pieces to choke off the open areas. Right now it seems very difficult for a smaller army to defend without being surrounded. Adding a pillar or trees would allow forcefields and tanks to control the space easier. I'm not sure exactly where to put them, but I think they would be a good balance addition.
On August 01 2011 11:56 EcstatiC wrote: this looks waaaay too much like belshir beach. even though youve adjusted a few things, it still has the same basic layout
Mmmm.... its really not similar at all. The only thing is the crescent moon 3rd. Other than that and the split pathing, there are really no similarities. The aesthetics are what make the two maps look similar.
On August 01 2011 09:47 monitor wrote: Nicely done! The aesthetics seem pretty ripped off from Bel'Shir Beach, but I'm not against that :p Looks really cool. I like how you added in the yellow grass to some areas. Some more trees might be nice just for more of a lush feel, but it looks good right now.
My main concern is that the natural is too open (hmm... same problem as Bel'Shir beach). I realize that you can wall off from the ramp-natCC, but it really won't work with two wide open chokes. I suggest raising the main and natural, and then trying a backdoor style similar to Peaks of Beakdu from Brood War. It would use rocks instead of minerals though- something like this.
I guess the only issue doing this is that there will no longer be an overlord scouting pod in the main. You can add one behind the natural to scout expansions, but scouting the main is pretty difficult. You might move both gas to the same side (near the lowground 3rd) so that overlords can scout the gas and determine the build.
I also drew in a couple high ground pieces to choke off the open areas. Right now it seems very difficult for a smaller army to defend without being surrounded. Adding a pillar or trees would allow forcefields and tanks to control the space easier. I'm not sure exactly where to put them, but I think they would be a good balance addition.
Hmmm, that is a good point with the Xel'naga tower. It covers both main attack paths. While a map should have key points to control, i think that may be to much.
Perhaps removing that tower, and using two. One at the farthest right expansion and one at the farthest left, so that they watch over one attack path each.
What to do with the center then is the weird spot, perhaps a large crater with water, similar to xel'naga caverns.
K now it seems like im trying to emulate xel'naga caverns... lol.
edit: just noticed the above post with the revised natural. I like it, definetly favores a quicker expansion.
second edit: looked again and noticed the bit of beach south of the natural, can tanks get onto that?
I'm all for changes when it comes to the natural. The natural on this map scared me when I finished it. I thought about adding rocks to the 3rd ramp (like scars of aiur) but that was too weird and generic again. I personally like monitor's suggestion, and may end up using the main/nat setup he introduced. I've been wanting to change it anyways. It hasn't been tested yet so I got nothing to lose.
On August 01 2011 09:47 monitor wrote: Nicely done! The aesthetics seem pretty ripped off from Bel'Shir Beach, but I'm not against that :p Looks really cool. I like how you added in the yellow grass to some areas. Some more trees might be nice just for more of a lush feel, but it looks good right now.
My main concern is that the natural is too open (hmm... same problem as Bel'Shir beach). I realize that you can wall off from the ramp-natCC, but it really won't work with two wide open chokes. I suggest raising the main and natural, and then trying a backdoor style similar to Peaks of Beakdu from Brood War. It would use rocks instead of minerals though- something like this.
I guess the only issue doing this is that there will no longer be an overlord scouting pod in the main. You can add one behind the natural to scout expansions, but scouting the main is pretty difficult. You might move both gas to the same side (near the lowground 3rd) so that overlords can scout the gas and determine the build.
I also drew in a couple high ground pieces to choke off the open areas. Right now it seems very difficult for a smaller army to defend without being surrounded. Adding a pillar or trees would allow forcefields and tanks to control the space easier. I'm not sure exactly where to put them, but I think they would be a good balance addition.
How is this?
That looks good to me! I like it. You might add an overlord scouting area behind the natural, in addition to the one in front.