This map is based on Princess Fortress, it went through heavy changes. I wanted to do a spring decoration with melted snow and flowers, the core of the decoration is inspired by Alder Terrace and I put my own sauce into it. You can see the absence of level 0 terrain, i did it this way to make it more natural
So at first look I was like, wow, it's going to be impossible to take a third because of how open it is. Then...........i clicked on the analyzer. Holy balls I didn't think it was that choked off haha.
Still though, taking a 3rd could be pretty tough since you pretty much have to expand 1/2 way across the map.
I love the look of this map. Although how's FPS issues? Seems like there's tooonns of doodads.
There are too many tight chokes, and taking a third could turn out to be too difficult. The aesthetics are really nice though, but as far as gameplay goes, this is not a very good map.
I think that you could open up the middle and then keep the outside paths choked up, that might work. Otherwise, redesigning the layout may be necessary in my opinion.
This looks real awkward for zerg. And the close air position is a little out of proportion with the map size.
This looks like another attempt where the spacing in order to accommodate the nat2nat in both adjacent spawns costs too much in other departments. Sadly I lack prodig's confidence in approving, but I like the direction you took.
one of the coolest looking maps I've seen in a while. I just love the aesthetics. As for all the chokes, I think it could be cool as army positioning would be super important with all of the attack paths. It might be a little too choky around the edges of the center area though
Lots of people are saying it's really chokey, and it is, but I see it as a sort of buffer, as the rush distances are relatively short. You can take a slightly longer path that's more open, or take a short path that could possibly give you a horrible engagement.
I like it, but it's a bit of an experiment, being that we don't really know how this sort of thing will work out. I like it overall though, looks like a fun departure from the norm.
On February 10 2012 14:52 FrostedMiniWheats wrote: It's beautiful, but I'm going to reinforce the notion that there's too many chokes. Looks like zerg hell
Not to mention that the third looks like it would take 4 or 5 creep tumours to connect to.
On February 10 2012 14:52 FrostedMiniWheats wrote: Looks like zerg hell
Like Cloud Kingdom i guess. The plateaus are large enough to give a buffer zone to the zerg. And like on my previous map, as long as you don't engage on choke and flank, you will crush everything. I personally see the map as slightly zerg favored because of the far third and the 46814 paths in the middle.
It looks like BW map with how distant the bases are. It's not something I'd want to play on as toss, because 2 base timings are boring and the third seems impossible to hold unless I can micro 2 battles at the same time with perfectly split army or something.