JUNGLE DRUM
by Samcai
by Samcai
Published on: EU
Description: Get your heart to the rythm of the jungle. It's the only way to make it trough.
Size: 140x132
Version: 1.6
Overview:
+ Show Spoiler +
Changelog:
+ Show Spoiler +
1.6:
* Ground retextured to give the map one kind of texture for each clifflevel.
* LOS added near Xel'Naga Tower
* LOS added in the center
1.5:
* Corners changed. The B4 has been set to high ground so it's easier to defend.
* Center Xel'Naga removed.
* Ovies spots added in the center.
* Add visual effect on high yield gas to differentiate them from normals ones.
* Most parts of the map have been retexturing to make more clear the minimap and the visuals in general.
* Added more jungle to reinforce the theme.
* Added critters and eyecandys doodads in some place.
* Lighting changed. Still working on it.
Olds versions:
+ Show Spoiler +
Inspiration: My first inspiration was Barrin's thread about high cliff. I wanted to get a central high cliff that the player want to control. The version's going, I manage to add some others ways on the extern part of the map.
An other thing I wanted was to have two viable expansions paths that can be play really differently.
The first one is classy with a 8m2g's third which is opened a lot and lead to a 8m1g fourth.
The second path lead you to the 6m1g third just outside your natural and is easier to defend at first but open up you the access to a 8m2hyg. I'm not exactly sure to what it can lead to. It need to be tested more to see if it's effective but the idea is to lower the gas collection rate now, to get it higher later.
Features:
- 14 bases
- 6x8 minerals with 2 gas
- 2x8 minerals with 1 gas
- 2x6 minerals with 1 gas
- 2x6 gold bases with 1 high yield gas
- 2x8 minerals with 2 high yield gas
- 2 Xel'Naga towers
- A part path blocked zone in front of the minerals only bases helping to defend it and grab the high yield gas expansion
- Visual effect to distinguish a high yield gas from a normal one.
Map Analyzer:
+ Show Spoiler +
Pictures:
+ Show Spoiler +
Texture Set:
+ Show Spoiler +
- Agria Dirt
- Agria Dirt Rough
- Zhakul'Dass Grass
- Haven Leaves
- Khoral Dark Concrete
- Neo-Folsom Mesh
- Agria Rocks
- Agria Dirt Rough
- Zhakul'Dass Grass
- Haven Leaves
- Khoral Dark Concrete
- Neo-Folsom Mesh
- Agria Rocks
Olds polts:
+ Show Spoiler +
Xel'Naga Tower:
There are three at the moment but it's not how I intent it to be at first. For me, the center Xel'Naga is useless and just give the player a security feeling he could achieve easily without. I also think it give too much vision. At the begining, there were only the two near the gold expansion but so many complained I finaly add one in the center. What do you think ?
B3's openess:
The question I'm currently asking myself is if the B3 is defendable enough. My biggest concern would be in PvZ when P absolutly need to defend his B3 against a big swarm of roaches. At now, I feel it's ok as the P can defend 3 out of the 4 entrance by staying in one position, and the last entrance, from B4, can be guarded by the Xel'Naga tower. It's precisely this entrance I'm not sure about reducing or not his width.
There are three at the moment but it's not how I intent it to be at first. For me, the center Xel'Naga is useless and just give the player a security feeling he could achieve easily without. I also think it give too much vision. At the begining, there were only the two near the gold expansion but so many complained I finaly add one in the center. What do you think ?
Poll: Should I remove the center Xel'Naga Tower ?
Yes (9)
90%
No (1)
10%
Keep it but remove the other two (0)
0%
10 total votes
No (1)
Keep it but remove the other two (0)
10 total votes
Your vote: Should I remove the center Xel'Naga Tower ?
(Vote): Yes
(Vote): No
(Vote): Keep it but remove the other two
B3's openess:
The question I'm currently asking myself is if the B3 is defendable enough. My biggest concern would be in PvZ when P absolutly need to defend his B3 against a big swarm of roaches. At now, I feel it's ok as the P can defend 3 out of the 4 entrance by staying in one position, and the last entrance, from B4, can be guarded by the Xel'Naga tower. It's precisely this entrance I'm not sure about reducing or not his width.