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![[image loading]](http://i.imgur.com/UYnK5.jpg)
LoS_Dark Matter is my first map with the LoS tag. It is a 4-player rotational symetri map with a bit of a gimmick. Mains are placed on lowground with an inbase natural on the highground. The mainchoke has line of sight blockers that the defender can wall in behind and get vision by placing units or structures on the highgrounds around the choke.
Size 156x156 Bases 16 (12 standard, 4 with 6 mineral patches and 1 gas) Available: EU NA
Overview + Show Spoiler +
Angled Overview + Show Spoiler +
A closer look at the mains
+ Show Spoiler +Protoss wall in with stalkers on highground for vision HQTerran wall in with marines on the highgrounds for vision HQZerg base with 1 creep tumor providing connection between the hatcheries and enough creep to place a spine crawler close to the choke. Overlords providing vision. HQ
Aesthetics
+ Show Spoiler +
Thanks to my new team LoS for picking me up and providing feedback and motivation as well and to Barrin for always providing endless amounts of feedback.
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looks good, i like the main choke being a more traditional size (small) sad blizzard would hate it and would open it up if they wanted to use it.
but yea, looks great
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If someone were to wall off flush against the LOS blockers, could a sacrificial ling get vision behind the wall by running head first into it? If not then scouting on this map would be a nightmare.
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I like it, the loss blocker at the choke will really allow for a banebust and old-school builds
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Love the aesthetics, the infested space platform look is awesome.
In trying to make a few melee maps myself, i know how much you must want some feedback. So im going to be blunt about it. Dont take any critisism personaly, just constructive 
1) I cant quite see the choke on the main very well, but is it the same style as the one on Tal'Darim? It looks wider, and with no ramp im not sure if thats a good idea. The combination of LOS blockers and the high ground to either side of the choke for easy stalker placement may counteract this anyway however.
2) The in-base naturals are ginooooooormous. Im all for the backdoor natural itself, easy to take but low on mins. But being so large it makes it very hard to defend from drops, muta's, and elevator tactics.
3) I very much like the center layout the watchtower would only be nessicary to control in cross map possitions, as the attack routes otherwise wouldnt be covered by it. Giving games a little more variety depending on spawn positions.
4) The map in general seems very open, favoring zergs to get easy surrounds and terrans to get good concaves. The smallest choke seems to be at the main, which is actualy somewhat wide.
5) Probably not intentional (I hope) but theres a swastika in the middle 0.0.
Very exelent map, as i said i love the aesthetics and the high ground around the choke :D
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On August 29 2011 06:05 Soluhwin wrote: If someone were to wall off flush against the LOS blockers, could a sacrificial ling get vision behind the wall by running head first into it? If not then scouting on this map would be a nightmare.
standing on the los blocker will give you vision of both sides of it so that is not an issue.
On August 29 2011 06:08 Gl!tch wrote:Love the aesthetics, the infested space platform look is awesome. In trying to make a few melee maps myself, i know how much you must want some feedback. So im going to be blunt about it. Dont take any critisism personaly, just constructive  1) I cant quite see the choke on the main very well, but is it the same style as the one on Tal'Darim? It looks wider, and with no ramp im not sure if thats a good idea. The combination of LOS blockers and the high ground to either side of the choke for easy stalker placement may counteract this anyway however. 2) The in-base naturals are ginooooooormous. Im all for the backdoor natural itself, easy to take but low on mins. But being so large it makes it very hard to defend from drops, muta's, and elevator tactics. 3) I very much like the center layout  the watchtower would only be nessicary to control in cross map possitions, as the attack routes otherwise wouldnt be covered by it. Giving games a little more variety depending on spawn positions. 4) The map in general seems very open, favoring zergs to get easy surrounds and terrans to get good concaves. The smallest choke seems to be at the main, which is actualy somewhat wide. 5) Probably not intentional (I hope) but theres a swastika in the middle 0.0. Very exelent map, as i said i love the aesthetics and the high ground around the choke :D
1. The choke can be walled off with a standard 2 supply depot/1 barrack or 1gate/1 cyber/pylon.
2. Air play will be very strong on this map. There is a good amount of space around both main and nat and the mineral lines are lined up against that space. It is intentional 
5. There is. I considered not posting analyser because of it. But then ppl would just keep asking for one
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spoil some of those images please. the look of the map is great, but 4 gaters in pvp look to have found heaven. the thirds are interesting.
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Holy crap this map looks awesome!
Nice gloomy infested space station theme. I like the layout, may require a few tweaks after more testing, but to me it looks like it will play well.
Congratz!
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I really like the innovation for the main choke this map has, that's awesome.
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On August 29 2011 06:16 Johanaz wrote: Holy crap this map looks awesome!
Nice gloomy infested space station theme. I like the layout, may require a few tweaks after more testing, but to me it looks like it will play well.
Congratz!
Ditto. Anyone want to do some pvp testing??
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So much space to hide proxy bases in your base :D But yeah, love all the new concepts, hope it playtests well!
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PvP is going to be like Tal'Darim Altar and similair maps. Not much can be done about it, any map without a ramp will be like that.
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On August 29 2011 06:44 Archvil3 wrote: PvP is going to be like Tal'Darim Altar and similair maps. Not much can be done about it, any map without a ramp will be like that.
I do believe that 4gate on bel'shire beach is quite bad (I think Artosis said that at least once), due to the pretecting highground. That in mind, I think that this map is great as a PvP macro map, though Im not a P player and can only rely on what I hear (and a little bit of offracing...)
On the map: Great layout (wanted to do those Pipes myself in my next map, now I have to rethink :S) Nice thinking with the main choke and the backdoor expansion, but the only issue I can see is that, even when you sacrifice a zergling to poke at the front and put it on the LoS-Blockers, wouldn't it only give you vision in a straigth line, and therefore be horrible at counting units (which is the only really reliable scouting source in ZvP). Hm... but even if it were that way, I guess it wouldn't still be to imba and I guess it is just something one had to get used to.
The Watchtower might be an issue, as it is only one and placed in a way, that it only really matters when you are in cross position, for anything else you will need more spotters. I could see that being an issue in the Z MUs, and in PvT against early Terran attacks.
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On August 29 2011 06:44 Archvil3 wrote: PvP is going to be like Tal'Darim Altar and similair maps. Not much can be done about it, any map without a ramp will be like that.
I want to find out exactly how much you gain from the high ground. If you can do a full wall with a pylon, I don't think a 4gate can power through into a clear lead while taking shots from the high ground. If you bring stalkers up to attack the wall while zealots attack for vision, you start losing stalkers. If you only attack with zealots on the wall, you are losing time and money. Obviously you can break the wall but will it have cost too much?
Also, if you put a cannon right at the corner pivot (where it can hit everything), maybe you can do a late blink timing with a nexus in there somewhere, with a +1 followup.
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ill do some pvp action. Volta.296
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We'll be playing now if anyone wants to join on NA
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I'm sorry to be a downer, but the textures as well as overall map looks so similar to Terminus. It still loooks really balanced and could be solid to play on, but a tad repetitive. Love LoS though
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On August 29 2011 09:25 wattabeast wrote:I'm sorry to be a downer, but the textures as well as overall map looks so similar to Terminus. It still loooks really balanced and could be solid to play on, but a tad repetitive. Love LoS though  You sure it looks like terminus? Terminus use most of the texture from the tileset Castanar and this map use mostly for the metal parts Braxis Alpha. I'm happy to have this map in LoS, but I I have to admit that we will try to test it a lot to see how much all the gimmicks impacts the game. I don't see that much of similarity with Terminus in terms of layout wise. It got a in-base natural, base on low ground, even the center doesn't look at Terminus. In the end, I don't see any similarity. Don't forget that rotanionnal symmetries maps all look a like in term of layout wise, But I think this one as a lot of unique feature.
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I'm happy to have this map in LoS, but I I have to admit that we will try to test it a lot to see how much all the gimmicks impacts the game. Yeah, this is something i run into alot making new maps I always want to try a bunch of new things but you cant add too many new twists to just one map. You wont know how each new feature (ie. A xel'naga tower controled by air, or a low ground main, or high ground overlooking a choke) will interact with eachother. Similar to the way Blizzard cant make to many balance changes at once, because making 2 things change might ruin something whereas just 1 would be ok.
Really cramps my creativity :[
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I phrased that wrong. At a glance it resembles terminus greatly, but after a further look I am wrong. It is just how the overview looked in my eyes that it resembled Terminus. The bases still look similar, but I was wrong and I am sorry for that comment. Still huge fan of LoS I do like how there are 2 possible thirds based on spawn positions, and I'd be happy to test this map if you guys need it I'm in the MotM staff room. (dia zerg, NA)
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