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They said the white fire would sell for millions... They didn't say what we'd meet there, down deep under the ground.....
White Fire By ArcticRaven
hey again TL !
Summary :
Map is 144x120 ; main to main distance is 182 (quite long) and nat to nat is 154 (quite long too) However.... Reaper/air is f***ing 98. So enjoy yourselves with reapers, phoenixes and mutas ! large chunks of airspace and nat/main setup make air play quite better than on other maps - and reapers have a lot of ways inside the main (reaper backdoor hell yeah !)
FFE wall :
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Other than that... I'll just let you enjoy the beauty pics :D.
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Nice looking. Seems alot like Daybreak. Also xel naga towers seem like they cover way too much area.
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your Country52796 Posts
I wouldn't mind you teaching me how to do that sort of aesthetics ^^ Corners seem chokey, otherwise very nice.
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United States9655 Posts
you need more entrances to the map. you can take your side of 6 bases by controlling about 2.5 chokes.
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So, to answer you all...; 1) The map has nothing at all in common with Daybreak. I fail to see any kind of similarity beyond the number of spwns and their positions. For the Nagas, they don't cover one of the attack paths and so it should be ok. 2) Thx ! It's not that hard. You just need to experiment with textures a lot and buy a computer with a good graphics card ^^. More seriously, I think Tendrils is the most beautiful doodad from the editor, so all credits go to Blizzard. On the chokiness of the corners, I think you are right. I'm going to widen it a little bit. 3) Controlling 3 chokes that are so far away from one another is quite impossible vs zerg and you're going to get runbied all the time. Against terran, I hope that Reaper/drop play will be enough to shut this down - the comment about lings stays true about hellions, too. Against toss... There's a lot to be done with colossi/blinkstalker/prism play. You'll just have to learn to play more mobile than usual . I don't even know why you are thinking turtling will be remotely possible. There is a ton of alternate paths, plenty of airspace for drop/harass play, the main is very vulnerable to flying agression.... There's plenty of room to abuse immobility, so it should be ok to have a somewhat choky map, even though I'm still working on opening it a bit.
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I love it. My only issue with it is that the rocks in front of the third don't really add much to the map... Opening that attack path is not going to be much different than the other 2 entrances to the third anyway. It could help set up flanks or allow a path to the third to open up a little easier but at the time in the game they would be broken they are almost useless anyway. Especially with it being the high ground.
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You obviously put a lot of work into this map. I like it a lot.
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United States9655 Posts
On January 22 2012 06:52 ArcticRaven wrote:So, to answer you all...; 1) The map has nothing at all in common with Daybreak. I fail to see any kind of similarity beyond the number of spwns and their positions. For the Nagas, they don't cover one of the attack paths and so it should be ok. 2) Thx ! It's not that hard. You just need to experiment with textures a lot and buy a computer with a good graphics card ^^. More seriously, I think Tendrils is the most beautiful doodad from the editor, so all credits go to Blizzard. On the chokiness of the corners, I think you are right. I'm going to widen it a little bit. 3) Controlling 3 chokes that are so far away from one another is quite impossible vs zerg and you're going to get runbied all the time. Against terran, I hope that Reaper/drop play will be enough to shut this down - the comment about lings stays true about hellions, too. Against toss... There's a lot to be done with colossi/blinkstalker/prism play. You'll just have to learn to play more mobile than usual . I don't even know why you are thinking turtling will be remotely possible. There is a ton of alternate paths, plenty of airspace for drop/harass play, the main is very vulnerable to flying agression.... There's plenty of room to abuse immobility, so it should be ok to have a somewhat choky map, even though I'm still working on opening it a bit. the chokes arent that far away. and seeing as how the terran can just make like bunker/depot walls, the chokes become even smaller.
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Wow, really man, wow, i really wish i could make maps like this. If only blizzard would notice they have monkeys making their maps, they should be using maps like these..
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It seems like a sideways version of crossfire...... The asthetics are amazing, but TvZ looks easy considering how wide the middle of the map is.
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Well done!
I really appreciate the well paced destructible rocks. They do not hinder actually taking your back third, but simply slow down the direct path from where your army wants to be to your back third. Genius!
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the chokes arent that far away. and seeing as how the terran can just make like bunker/depot walls, the chokes become even smaller.
I don't really think walls are viable on chokes bigger than 4rax size. But I'm going to open it up if you insist, doesn't cost much.
You obviously put a lot of work into this map. I like it a lot.
Wow, really man, wow, i really wish i could make maps like this. If only blizzard would notice they have monkeys making their maps, they should be using maps like these..
Well done!
Much thanks sirs ! Looking forward to see custom melee maps on ladder.
It seems like a sideways version of crossfire......
Man I hope this is a joke. Daybreak ? Crossfire ? And why not Taldarim Altar while you're playing this game ?
TvZ looks easy considering how wide the middle of the map is.
There is plenty of rooms for counterattack and flanking - and harass. You just have to prepare your engagements well.
going to open things a bit, I'll post the new version today. Edit : done.
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