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Valhalla Outback
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Size 108x140 (full 128x168) Expansions 6 regular (8 minerals, 2 gas), 2 gold (6 rich minerals, 2 gas) Xel'Naga Towers 2 Destructible Rocks there are 6 (stay with me). · One Protects your third's second ramp · One is in the back of the gold to make it riskier to take · One is at the Xel'naga Towers, to prevent agressors to take it as easily earlygame. The defender can how ever take the XNT from his gold to spot incoming attacks. Later on when the rocks can be taken down the tower will become contested, but you can not run past it into the gold. Not uploaded yet
Comments
This is my 'second' serious map, the first one can be found here, it's a 2-player map that promotes macro early game with an easy to take third. Later on it will become slightly harder since the 4th is quite the distance from your natural ramp. If you do not opt for the gold in which case the rocks in the back would be something to keep a close eye on.
What I'm eager to hear your opinions on are the XNT+Rocks combo I'm trying out here and hopefully the amount of rocks doesn't scare people off!
The main is too small on this picture I'm working on a fix
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your Country52796 Posts
Map is too tight, main mineral line is messed up, and there is no real 4th. I suggest you widen the center, remove the golds, widen the nat choke/remove rocks at third, make the hallways at 4 and 10 way wider, and fit a base there. And the mains aren't that small, actually. Btw, is the rush distance really 135? because it doesn't look like it. Also, you don't have to remove all the bases to use the analyzer. You should use it with the bases, as it will give you more accurate measures for openness or influence.
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Old analyzer picture Fixing it soon... when im done with hon game:/ And yes mains are way to small
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way too tight imo, every path is a long choke. I like what you did with the towers though.
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The paths around the map that the ground forces have to take are painful. There are options on what path to take, but flanking will be very difficult and there's no real dance floor anywhere. Because of all these holes here and there, air will be overpowered on the map.
I believe that the third is too easy to expand to. On Terminus, the third was just as easy to expand to, except there was only one geyser and I think one mineral less. Yours is a full fledged expansion. Maybe you could do what was done on Terminus and nerf that expansion.
I like some of the ideas you tried to incorporate into the map, especially the watchtower locations and how rocks block access to them from the middle. I do not like how the golds only have one entrance and one being blocked. I'd alter their mineral line and make the blocked entrance open.
The main thing that you have to work on is getting all of the bases and different paths of the map to mesh together and leave as little empty space as possible. I think fixing that will help fix a lot of the issues.
Good luck!
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A lot of high/low ground to abuse with tanks or colossus. Should even it out imo.
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Nice changes, the movement is now much better. I like what you did with the third. I'm a little bit tired of Terminus styled set ups.
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v.3.0 New ( Fixed some texture stuff and added some doodads here and there )
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