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For the 11 and 5 bases, I'd suggest putting some of the minerals together, so when the bases are mined out the units don't have to funnel through a bunch of 1x1 path blockers.
Edit: Apparently I fail at reading. My apologies.
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On August 22 2011 19:00 Kanil wrote: For the 11 and 5 bases, I'd suggest putting some of the minerals together, so when the bases are mined out the units don't have to funnel through a bunch of 1x1 path blockers.
As I said, I made some triggers so that the 1x1 pathing blockers disappear if a neighboring mineral patch is mined out, so that is not a problem
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I updated the first post completely, now version 1.0 up on EU! Feel free to comment!
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I would make the bridges much more narrow (like 2 AU), so that they don't become a viable atk path. That might fix nat2nat distnace, which I thinkis kinda low.
I hope the inbase nat/backdoor will work in sc2, but I dont think anyone knows if it will  Nice concept with green minerals.
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This looks awesome
Mineral patches > Destructible rocks imo
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thats awesome! this looks like an amazing map
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the four middle bases do not make much sense like that. very hard to hold and they offer only one gas.
also the transition from the three outer bases per quarter to the centre is strange: notin is really open or tight. difficult to position and move your army to series of chokes.
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@Meltage Hm , sounds like a good solution. I will probably do that.
@Samro225am The four middle bases have one rich Geyser atm, but yeah I already thought about making them gold as well+I plan to add 4 watchtowers to make the middle area more valuable to hold The other thing I don't quite understand, should I make the open area in front of the thirds more open and other tight areas more tight?^^ I kinda like it the way it is tbh
btw if anyone is interested how I made these green minerals that can't be mined by MULEs just ask here and I will post a short explanation how to do it. If mineral blocking has any future in SC2 you will probably have to make them not mineable by MULEs. Personally I would love to see a lot more mineral blocking since in many cases destructible rocks are a shitty alternative.
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theres too many plain brown bricks, unless your just going for a simple clean style id say bring more of the tiles into the bricks or grass or gradient or something.
i also think that mineral block area is going to be a nightmare for tank/marine drops or eventual pushes. drop a few tanks and have marines bait the army in right in front of your main.
the choke width/openess is great though.
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thx WniO, I was indeed going for something simple and feel like areas like the 7 o'clock nat are already a bit wild. I just tried how a little more Aiur Dirt in the Brick areas would look and I think I will add more Aiur Dirt in the next version 
I'm aware of the tankdrop issue. I will make sure that you can't hit the main gas from the blocked area. I think that it's not that much of a problem tho, you can at any point decide to harvest the green minerals with your harvesters to open it up and then it's kinda the same as when you tankdrop on the blocked area behind the nat on Shakuras I guess.
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Updated to Version 2.0. Changes:
- middle bases are now 6 gold patches + 1 rich geyser - small bridges are now a lot smaller so they are not a viable attack path after the early game - LOS blockers added to the smaller entrance to the natural, mainly to make it weaker to Bunkerrush a Zerg clockwise from you - opened up the middle area in various ways - added 4 watchtowers to the middle; watchtowers have only 18 range and a custom model (flame that gets bigger when captured on a temple column) - big aesthetic changes all over the map; especially the lighting was changed from the bright Bel'Shir to the dark more night-like Port Zion (looks much like Sanshorn Mists now, sorry, didn't plan to copy it^^)
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