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![[image loading]](http://i.imgur.com/hQTd5.jpg)
Map Name oZz Genesis v2.0 Map Bounds: 152x124 Bases: 12 (Two Half-Bases) Published on SEA
Aesthetics + Show Spoiler +
Change Log: Hell, too many to list! Check the overviews!
+ Show Spoiler [Old Version] +Overview: oZz Genesis v1.2Playable Bounds: 138x118 Bases: 10 (No Golds) Published on SEACreated by eTcetRa (feniXsix on SEA / feniXsix on NA). Close Ups and Details+ Show Spoiler +
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Looks like a 2-base all in map because of the short distance between your natural and his third?
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Nice. The aesthetics are pretty sick, but I feel like the grass is a bit out of place with all of the rocky ulnaar. Cool nonetheless.
Blistering Sands but better? I like it, but I think some of the distances between expansions are too small (is the overview picture really 138x118?). The problem is that the fourth expansion is so close to the 3rd/5th expo against the main that they can't be split between players. So really only four base is possible, with occasionally one player trying to take a fifth and either losing or winning soon after. Somehow it would be good to redesign that so it's possible for each player to get up to five bases without being too close to the opponent.
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looks like blistering sands retexture without the backdoor
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Very much based on blistering sands but this was built from scratch, only the mains were pasted across. I think you're right about the distances after fourth base I might need to move the bases outward a bit and clean up some of the dead air space while I'm at it.
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On January 19 2012 10:22 eTcetRa wrote: Very much based on blistering sands but this was built from scratch, only the mains were pasted across. I think you're right about the distances after fourth base I might need to move the bases outward a bit and clean up some of the dead air space while I'm at it.
you might want to do more explaining how/why this is different, and better, than blistering sands.
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Map doesn't seem to be a map where late game is viable. 4th bases are like next door neighbors. Great looking map though.
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Very aesthetically beautiful map, but I think it would be better if it was wider with more room between the middle expansions. Space it out in a style closer to Daybreak and I think the map would imrpove drastically.
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On January 19 2012 11:09 a176 wrote:Show nested quote +On January 19 2012 10:22 eTcetRa wrote: Very much based on blistering sands but this was built from scratch, only the mains were pasted across. I think you're right about the distances after fourth base I might need to move the bases outward a bit and clean up some of the dead air space while I'm at it. you might want to do more explaining how/why this is different, and better, than blistering sands.
Oh I don't know, a less impossible third, no super a usable back door, for starters :D
Still agree fourths & fifths too close will change it once I get home, and hopefully for the better!
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Aesthetics are wicked baller. Very sweet. Like, I wish I could create new words to describe them they're so awesome.
Anyways, yeah I think the map is a little tight in general. I think spreading the bases like suggested will help quite a bit, but in general the map is chokier than most, which makes zerg difficult.
But still a solid map with super sold aesthetics.
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aesthetics 4/5 design 2/5 looks way too similar to blistering sands, great job with the textures on the fifth picture.
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Would this be enough as far as widening the map a bit and spreading out the bases a little?
![[image loading]](http://i.imgur.com/20bBO.jpg)
1: Move the fourth toward the edge of the map a bit, enough to widen the outer attackers ramp going into the third. This will also widen the path between the fourth and the fifth, which is currently a little too tight.
2: Move the third downward towards the corner of the map a little bit to compensate changes made in the natural.
3: Make additional space behind the natural for building, and move the backdoor to the natural toward the back of the expansion. (really not sure if this would be necessary
It is either that or I could just extend the map outward from the center making all the attack paths through the middle larger while increaesing the distances between the fourth and fifth bases.
As far as it being too similar to blistering sands, this does not bother me. Blistering sands has serious flaws which makes it unplayable and this map fixes almost all of them.
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Okay Finally have an update!
New Overview:
![[image loading]](http://i.imgur.com/ohLGi.jpg) Click Image for large hi-res version.
Since the textures are still messy here is a easy-to-view-overview!
![[image loading]](http://i.imgur.com/IGBSg.jpg)
Comparison Overview:
![[image loading]](http://i.imgur.com/i5OuB.jpg) Click image for large hi-res version.
+ Show Spoiler [ Change Log] + - Lighting Overhaul (From Ulnar to a customised Mar Sara Night). - Map bounds increased (From 138x118 to 150x120). - Two towers replaced with a single central tower. - New three-quarter in-base natural (7 mineral 1 gas). - Rocks removed from map.
+ Show Spoiler [Upcoming Changes] + - Complete texture overhaul (might make a custom texture. - New map name. - Reduction in dead space. - More "map features"
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New version looks wicked awesome, a few things though.
1) If you're going to give a backdoor expo, I would remove the rocks to the 4th base. One attack lane is too few to need to defend for 2.5 bases.
2) Maybe move those rocks to replace the void space between the 3rd and the 5/6. Right now players have to run through a pretty narrow choke to get to it from their own base, while the attacker doesn't.
3) Only keep the LOS blockers at 12 and 6.
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On January 19 2012 10:17 TibblesEvilCat wrote: looks like blistering sands retexture without the backdoor
My thoughts exactly when I looked at the map, but it seems to be a seamless improvement.
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If you want a proper 3/4 backdoor base, use 6 minerals and 1 high yield gas. 7m/1g is very mineral heavy which favors terran.
Other than that, map looks great, definitely fixes a lot of Blistering Sands' problems.
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sick map, V2 is much better
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Looks a lot better in the second version, and I can't suggest any improvements.
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I like the new version. There is a really long, slightly narrow choke from the main part of the map going into the third. This will make Terran attacks stronger and zerg ones weaker. I'm not sure a long hallway like that their is ideal.
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Map has been heavily updated since my previous update. Some changes include: - Middle completely remade. - Late game bases have had the distances between each other incrased. - Third moved to high ground. - Tower replaced by two others.
I'm still concerned about the narrow choke between the the out of base natural and the map centre.
Oh, and the new map has been updated in the original post. Hope you all like!
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