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![[image loading]](http://i.imgur.com/FR8LU.jpg)
Version 0.6 - Testing version I'll wait for some feedback before I spend more time on this, only 1/3 of the map is textured and only a few spots have doodads.
The idea behind this one is a "2 maps in one", you can only spawn cross positions but the layout is very different if you spawn SW vs NE or NW vs SE.
SW vs NE : Very long ground distances, easy natural, easy third and even easy 4th, shorter air distance from main to main and the natural doesnt protect the main from drops, probably leading to long macro games with drop play. XNT are not very important and easy to avoid. NW vs SE : Shorter ground distance but longer air distance, hard to take a third but you can choose to expand toward your opponent. XNT are very important and watch over all fast attack paths.
+ Show Spoiler [Analyzer] +
+ Show Spoiler [Aesthetics] +
Older versions : + Show Spoiler [Version 0.5] +
+ Show Spoiler [Version 0.4] +
+ Show Spoiler [Version 0.2] +
Published on EU as "Ice Cauldron"
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Mother of god, how did you get those epic trees
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chokes and ramps everywhere ez to defend 4 bases
The map where zergs go to die
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Just curious, but why not have all nats the same? As a toss the top right and bottom left seem much more FFE friendly than the other too.
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Seems you didn't have the lighting window open when you exported the map overview image and thus the colors are a bit different on the overview (snow not rly white)?!
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This... this is kind of brilliant. I don't know if this has been done before but just the concept of spawn locations influencing how players will choose build orders and play out the match is pretty damn interesting. Although Zerg and Protoss sound like they have a couple critcisms, looks like potential for a solid map.
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I like the concept of 2-in-1, but two problems jump out at me:
1- The bottom right expo (and top left) is really hard to take with a FFE, I would fix this so that both spawn possiblities are viable for FFE.
2- The centre is very claustrophobic, which would make zergs very sad indeed (especially at bottom right/top left spawn points)
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Hahaha yes! cool aesthetics for sure. I am afraid though that the zerg voice in me is saying "nooooo! chokey middle, ramps to get anywhere! we will die! blllarrrrghhhh" (overlord noises)
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Love the aesthetics, but also I see way too many chokes. Is it possible to small the middle?
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The SW vs NE spawns look really good to me, but the natural layout in the other spawns is done wrong. For players to gain a good defenders advantage, you need to have a choke very near the 2nd Hatch/CC/Nexus, and right after a more open area. Naturals done this way work good for all races like in your SW vs NE spawns. But as it is the opposite in the SE vs NW spawns it is bad for all races.
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Updated with some changes : - Small changes here and there to make paths wider - Changed the entrance for natural on NW/SW spawns - Added some LoSB
On March 29 2012 07:36 Superouman wrote: Mother of god, how did you get those epic trees Edited the texture files
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seems really cool, hope some tournament catch this map.
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I support this idea SO MUCH. Brilliant.
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your Country52797 Posts
It seems to me that if you make the center hole slightly smaller and add a wide ramp to the highground expansions to make them less turtley, this map would be tournament worthy. fenX is back <3
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Something you could do to open up the map abit more and to battle the fact that there are more or less 2 spots you need to guard to have 6 generally safe bases is make the parts i marked in green, lowground. + Show Spoiler +
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On March 31 2012 09:54 TehTemplar wrote: fenX is back <3 Not really, I had that map halfway done for 3 or 4 months, but my analyzer was broken and I only found out recently there was a corrected version available. I'll probably disapear once again when this one is finished.
On March 31 2012 10:31 Mashmed wrote:Something you could do to open up the map abit more and to battle the fact that there are more or less 2 spots you need to guard to have 6 generally safe bases is make the parts i marked in green, lowground. + Show Spoiler + Brilliant idea, I love it, except that I think it works better on the NW/SE sides and keep the NE/SW 3rd on highground to keep the original idea of different game styles depending on the spawns, one case it will be 3-4 bases macro games and the other will be more 2 bases play with easier agression.
I made some changes on the map accordingly : - lowground from the 4rth to the Xelnaga tower - again changed the entrance of the NW/SE natural - moved the LoSB
(updated the OP, updated the map on EU)
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