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fenX proudly presents another map that won't ever be played by anyone : Fantazy. As usual, my maps only exists to provide a handfull of pretty screenshots from the editor.
Update : version 1.0 : - easier to FFE (less space to close the natural) - moved the middle base to the side - reduced the space near the 3rd - reduced the size of the ramps leading to nat and 3rd - lots of small changes to adjust distances
![[image loading]](http://i.imgur.com/jBvPK.jpg)
+ Show Spoiler [Old version 0.x] +
+ Show Spoiler [pretty screenshots] +
Available on EU
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These screenshots are really pretty though.
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Doodad count? Looks nice.
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Really cool layout. Reminds me of Cloud Kingdom for some reason.
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On May 14 2012 21:48 eTcetRa wrote: Doodad count? 4298, most of them being small alien plants, it shold not lag too much
On May 14 2012 22:26 Aunvilgod wrote: Reminds me of Cloud Kingdom for some reason. 2 players map, and the long highground path in the middle that kinda cut the map in half, the distribution of highgrounds and expansions looks similar. But i don't think it will play the same as cloud kingdom because the 3rd/4th is very different here.
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Can't say much about the balance, maybe add 1-2 watch towers, but the looks are freaking amazing good job there!
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the looks remind me of a wc3 map, no idea what its called.. With all the wood and stuff^^
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Not bad- certain things that I would like to note however:
1- The watch-towers are, as of now, pretty useless. If you had 1 tower in the centre, it would be much better. Right now, they don't really have a purpose as they skim the outsides of importance (like Steppes of War's watchtowers--> only good for watching 'weird' expansions)
2- You seem to be very limited when expanding past four bases. Realistically, I could see a fifth being taken above/bellow the fourth, but this seems quite difficult and rather unintuitive- moreover you start expanding closer to your opponents base than your own in that case, and that base is gonna die right quick.
3- I wouldn't mind to see the whole bottom right/top left of the map be redesigned for something a little more interesting. As of now it seems rather unaccessible and dull.
4- Lastly the rush distance from third-to-third is tiny. The centre is rather small and you can just run right across is to get to the third. It will be horrible for Zergy-buddys because they won't get any warning (esp with the misplaced towers).
5- I'm somewhat concerned about the staggering amount of doodads. It would go a long way to test 200/200 on low settings on a trash comp if you have one.
That being said, with a little TLC, I could see this map being quite good ^^
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the natural entrance needs to be further or the main ramp slightly back, imo. i like the look that you are going with visually, but maybe smoothing some things out. right now everything looks sharp and theres too many "hard textures" if thats a word. like make the light blue soft texture more prominent, but yeah the layout is pretty damn good.
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Btw, why don't you submit it for MotM ? I think the map is good enough to give it a try.
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On May 15 2012 02:59 loginn wrote: Btw, why don't you submit it for MotM ? I think the map is good enough to give it a try.
I did, 1st map submited this month
That sound great, problem is that I don't have a NA account to publish the map, and the map is still very young and untested so I'll probably have to make a lot of small updates on it (therefore I'd need to have an access to an NA account to update the map on both EU and NA). Can you make the poll with the map only available on EU ? Or share an account ? (or wait for HotS and blizzard to fix that problem XD)
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I'll give this map a try today. Also I saw you submitted it just after I posted ><
EDIT - Ok I tried the map, and I must say the gameflow is good. As Z I was a bit concerned about the third, but it appears you are not forced to take the one in front on your base - although it's better if you're planning to play agressively - but you can also take the one on the side rather safely making me enjoy the map a lot actually.
However, I feel the map is very open which will favor Z. Also taking a fifth is VERY hard on this map, and taking a sixth is basically impossible unless you have a massive advantage. Maybe this need some work. I was thinking maybe add some air space behind the fifth (white), and getting rid of that choke on the top bases (black crosses). Also the watchtowers are kinda useless. They just make taking these last bases even harder.
Image of what I'm talking about is in spoiler
+ Show Spoiler +
Although it needs work I think this is one of the most clever layouts. I didn't play enough to give any very valuable advice on balance sadly, but the map feels great to play on !
Great Job
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Excellent job there. However, i think the texturing is not clear in differenciating cliff levels - try to make the.lower level another color or something, but players need to see the differences in an eyeblink. If they do it one second later it's too late.
Also for that tournament thing, i know people who could perfectly do it, just have to motivate them :D
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I like this map!
Is it possible for you to add some XelNaga and upload to NA?
I could host for you?
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Wow! This looks awesome! And as a zerg I loooooove all the attack paths.
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On May 15 2012 01:34 DYEAlabaster wrote: 1- The watch-towers are, as of now, pretty useless. If you had 1 tower in the centre, it would be much better. Right now, they don't really have a purpose as they skim the outsides of importance (like Steppes of War's watchtowers--> only good for watching 'weird' expansions) I beg to differ. With the current setup, 1 tower in the center would be terrible. It would watch every path between the two players, and even with two towers that's something that is simply unacceptable. The layout might be tweakable to accommodate 1 central tower, but I see that being a large revision. Besides, there's no prescribed purpose for a xel'naga tower - a map can be completely fine without them, and they require almost no investment to use, and since they also become points of contention between the players(usually at least), they seem to draw attention away from the center in some cases - which I think is a good thing for this sorta layout.
Alrighty now, off to play Diablo III. Cheers
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On May 15 2012 12:52 NewSunshine wrote:Show nested quote +On May 15 2012 01:34 DYEAlabaster wrote: 1- The watch-towers are, as of now, pretty useless. If you had 1 tower in the centre, it would be much better. Right now, they don't really have a purpose as they skim the outsides of importance (like Steppes of War's watchtowers--> only good for watching 'weird' expansions) I beg to differ. With the current setup, 1 tower in the center would be terrible. It would watch every path between the two players, and even with two towers that's something that is simply unacceptable. The layout might be tweakable to accommodate 1 central tower, but I see that being a large revision. Besides, there's no prescribed purpose for a xel'naga tower - a map can be completely fine without them, and they require almost no investment to use, and since they also become points of contention between the players(usually at least), they seem to draw attention away from the center in some cases - which I think is a good thing for this sorta layout. Alrighty now, off to play Diablo III. Cheers 
This is actually a wonderful point. I didn't notice the fact that it would cover all major walkways. In that case, take them out.
Thanks for pointing this out!
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Updated : lots of small changes to make the map playable (now possible to FFE, smaller ramps to nat and 3rd...)
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I think it could be relatively easy for Zerg to set up a quick 5 bases on this map. This is due to: 1) Relative ease of expansions in regard to proximity, coupled with relative ease of creep spread around the expansion paths. It looks like a quick third is easy to hold against FFE/CC first/1 rax expand builds, with safe transitions to a quick 5 bases if there is even the slightest fuck-up from Protoss or Terran. 2) The air distances between the main, the natural and the third are reasonably close together, with 3 base Muta looking like the predominant strategy on this map. Mind you, Protoss and Terran air can also manipulate this part of the map. I just think that Muta is the safest, and more favoured for expanding out of those. 3) Narrow pathways force units to clump up reasonably easily when attacking into an opponent, which allows Zerg to safely turtle up and expand behind Infestor ling. (Either during the Muta attack, or in lieu of.) In the late-game period (20-30 minutes), I feel that attacking into a Zerg opponent with a reasonable amount of Infestors+Spines is going to be very difficult, if not impossible.
Aside from these opinions, I believe that this map is reasonably interesting, and if you need help with uploading on to NA/SEA servers, let me know.
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