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VR - version 0.3 Made by NewSunshine Published on [NA - EU].
![[image loading]](http://i.imgur.com/E75tv.jpg)
Introduction/Inspiration: This map began as another attempt at 2 things - another attempt at a proper Korhal-based aesthetic, and another try at a reflective map. The result isn't exactly a Korhal map, but the result also exhibits something else I like - at any point past the natural/3rd base, you should have a reasonable choice of expansions, all the way up to your 6th and even 7th base, based on your race/playstyle/current in-game predicament. The 3 high ground bases in the corner might have their own funky sort of gravity between the 2 players, I dunno how this'll work out just yet.
Pictures (Aesthetics): + Show Spoiler +
For the aesthetics in particular, I wanted to focus on simplicity and readability, since those values are much more important to the player than sheer beauty. Seeing as I wanted to cater to the player, and not my own vanity, I decided this should be the way to go. Below is a closeup of the main and natural, to demonstrate the way it'll look in-game: + Show Spoiler +
Texture Set: + Show Spoiler +
Lighting: Modified Zhakul'Das
Pictures (Analysis): + Show Spoiler [Analyzer Summary] + + Show Spoiler [Analyzer Rush Distance] +
Data (Gameplay): Playable Bounds: 144x144 Nat - Nat Walk Distance: 147.4 Expansion Count: 10 normal, 2 half Xel'Naga Towers: 3
Special LoS blockers: + Show Spoiler +
There ya go. Lemme know what you guys think.
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5 insanely easy too take/hold bases and all the other bases are too hard too take, ridiculous turtle map batman. maybe get rid of the base which minerals can be shot from the high ground and make the 3rd and/or 4th a little bit harder to take or make the 3rd half a base. i like the aesthetics some more grass and some trees would make easier too look at. i know you said you wanted a simple map but the map is too gray.
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On May 21 2012 13:17 Janders wrote: 5 insanely easy too take/hold bases and all the other bases are too hard too take, ridiculous turtle map batman.
I can see why you might say that, because the bases look clumped together, however the map is quite large, and you actually have to control a large amount of space to hold those 5 clustered bases, because of all the different angles you can be hit from, even outside the vision of the watchtowers. There shouldn't be any issues with turtling, but if it's really a problem I'm open to suggestions, as I'm not too sure.
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how wide is that natural ramp? suitable for FFE PvZ?
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On May 21 2012 17:58 ThePlayer33 wrote: how wide is that natural ramp? suitable for FFE PvZ? It should be, it's 3-wide, the same as Antiga Shipyard.
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This is basically what I was trying to do with Podracer, but this is at a scale that everyone can approve and enjoy, and it has a much better richness in base vulnerabilities. What's more, the 3rd base options are all very accessible while being very attackable and plenty defensible. Which is way more than can be said for most maps. I need to look at this a lot more before I make some kind of presidential recommendation, but for now: this map is great, really really like it. And it looks nice too.
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I really like the dynamic between the three bases outside of your natural. It will hopefully make for some super interesting army positioning and late game scenarios. Plus I feel like it has potential for lots of mid game multi-pronged pushes. GREAT map, I really really really like it. Oh, and the LoS blockers are sweet as hell too.
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On July 09 2012 01:46 ChaosRefined wrote: I really like the dynamic between the three bases outside of your natural. It will hopefully make for some super interesting army positioning and late game scenarios. Plus I feel like it has potential for lots of mid game multi-pronged pushes. GREAT map, I really really really like it. Oh, and the LoS blockers are sweet as hell too. Thanks!  This is an older map of mine by now, I'm currently working on a selection of maps which I hope should prove to be more refined. Look out for them in this MotM! :D
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One can't hit the natural from the third, right? I like the fifth bases location with a highground just ontop of them.
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This map looks pretty sick, the guy up top is saying you can take 5 bases easily and hold them, which is true. But I really like the short distances between some of the bases. I could see some really cool drop play along with multi prong attacks on this map.
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On July 09 2012 03:51 KapsyL wrote: One can't hit the natural from the third, right? Heeeelll no :p
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