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Published on Europe
Overview
![[image loading]](http://i.imgur.com/uRtEi.jpg)
Number of players: 2 (4 different spawns) Tileset: Only Xil Bases: 16 (no gold bases) - Natural got 5M and 1G XelNaga Towers: 4 Size (160x160)
I've made a map similar to Crevasse - Terminus RE oriented to macro games. Natural expansion is easy to defend but got a few mineral patches and just 1 gas. On the other side, third expansion will be harder to defend although is closer to the ramp. It's also in a wide place sorrounded by a long ramp, destructible rocks and 4th expansion. i didn't want to add gold mineral on forth base because it could be "very" macro. There are 4 XelNaga towers to watch middle although you can't see 3rd base. I would appreciate any comment 
Aesthetics Its full of details, + Show Spoiler +
Map Analyzer + Show Spoiler +
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You might want to put the images in spoilers.
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your Country52797 Posts
I have a question. What is the rush distance on these maps? Looks like 190 in close positions and 210 in cross positions. (might be wrong) The map's aesthetics are decent, the basic main-nat-third layout is very solid. You just might want to make it smaller.
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Reminds me of Crevasse. Definitely love the art for this map!
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Couple of constructive criticisms: *While not necessarily a huge deal. Positionally it favors clockwise spawns due to having an unrestricted fourth they can expand to away from their opponent. Also, having the rocks closer to the clockwise position means that its easier for that player to scout someone breaking them down and prepare for it safely. *I think the texturing could use a bit more variation. While I know you have all 8 textures, it seems like there isn't enough variation in the appearance of different areas. *The flat area around the fourths is MASSIVELY open. I'd put something in there to break it up besides doodads. *Try and make the mains slightly more similar in size, the bottom right spawn would be very frustrating to spawn in as a T or P who wants to go heavy Rax/Gate units.
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It's the first map i make and i must learn a lot. Thanks for your ideas, i will try to upgrade my map as soon as possible. I didn't have enough time to test the map... and that south-east base is a bit fail.
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I like the look and the design. My only thought is to shrink the center to make the map's rush distances a bit shorter.
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