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Created by the fastest ProAm team in the land: NullCurrent and SigmaFiE
Uploaded to NA as "DF Bazaar"
Version: 1.2
Will soon be available on EU
Aesthetics + Show Spoiler +
Old Version + Show Spoiler +Bazaar Ver: 1.0 By: SigmaFiE (aka Odysseus)
Uploaded: [NA] Overview Various Shots+ Show Spoiler +
Change Log 1.2 + Show Spoiler +- Lyote removed - Watchtower refined - Map Info/Arcade Info updated
Playable Bounds: 152 x 152 Textures: Aiur Small Bricks, Aiur Dirt, Aiur Tiles, Aiur Rock, Aiur Grass, Aiur Large Bricks, Monlyth Tiles, Mar Sara Dirt Cracked
Comments and Criticisms Welcome.
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There's no room to build things :/
Feels like you need to increase the size of either the mains or the natural
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Seems pretty solid. I think the area around the thirds could use some work. You need a good bit of space right around the base itself so you have some area to move around the base. I think the two elevated blocks should be merged and moved to the middle between the two bases, making the whole thing a bit simpler and giving a bit more room to make defending those bases a bit more comfortable.
Also you should make sure that the chokes leading into each of the thirds from the outside are the same size, and that the thirds are equidistant. At least it seems like you are going for equal thirds. As is it feels quite a bit easier to take the third tucked up against the main than the other one.
Edit: You could increase the size of the main like iGrok suggested, and in doing so you could push that third a bit further away to help balance it.
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It's really pretty, and it has cool paths. It's a little too choked around the 3rd bases. I don't think the mains are too small, but making them bigger would be fine. If you tear it apart to rebuild it slightly larger, you might consider adding more substantial negative space to separate the areas of the map more, instead of little islands and strips of cliffs. I understand why you don't have them here, because there's no room. Kudos for making such a promising compact 4player rotational.
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I really like the paths from the thirds into the mid. Cool design there
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I like the middle and the thirds
I also agree that the mains should be a little bigger, and that having the third connected to the main is annoying because of marine/medivac stuff. Gfire's got the right idea
However I don't think the thirds have to be equidistant (the definitely aren't), but without spawn restrictions it might be a little unfair for a player who spawns clockwise to another player.
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shouldn't the title be '[M] (4) Bazaar'?
Solid map. I think the whole map could do with being a bit bigger so open up some of those chokes and agree with the other's suggestions. Aesthetics look good, but fairly standard. Overall, a very nice map. Would be interesting to see how close positions plays out.
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best new map for the moment. Congrats!
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There's just too much grass/brick variation.... I think all the high grounds should have grass/brick, and the low ground should be grass/dirt
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United States9930 Posts
absolutely love this map. great optional thirds with 4ths right next to them. it sucks when people make optional thirds, which is great, but then they dont have a reasonable 4th. no problem here. absolutely amazing map.
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we already have this, it's called whirlwind
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On July 12 2012 06:05 Melty Butter wrote: we already have this, it's called whirlwind It's quite similar, but there is a fundamental difference with the 3rd's and 4th's here, which have more choke points next to them. That is perhaps something to change, which is up for debate, but even so, it's a solid map that shows a good deal of progress for the mapmaker. All that aside, I tend to be against calling 2 maps identical, as the details can make all the difference. Just as 2 build orders in the game can be very similar yet have different strategies to them, 2 maps can be very similar, but still play entirely differently.
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On July 12 2012 06:05 Melty Butter wrote: we already have this, it's called whirlwind
What an ignorant thing to say. You can't see the obvious differences?
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Yeah it's definitely a great map and all but apart from the additional little obstacles between the 4th and 3rd of each spawn quarter it's identical to Crux Whirlwind. And I don't think that all the other little minor differences like the main ramp being rotated 90 degrees or the 4ths having grouped gasses instead of separated ones is going to have any impact at all. That said, it's an excellent map, I'm just saying it should be called Whirlwind 1.1.
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On July 12 2012 07:09 Melty Butter wrote: Yeah it's definitely a great map and all but apart from the additional little obstacles between the 4th and 3rd of each spawn quarter it's identical to Crux Whirlwind. And I don't think that all the other little minor differences like the main ramp being rotated 90 degrees or the 4ths having grouped gasses instead of separated ones is going to have any impact at all. That said, it's an excellent map, I'm just saying it should be called Whirlwind 1.1. Look closer. The gaps in terrain next to the 3rd's completely change how you'd go about defending them. Honestly try and tell me holding off an attack on Whirlwind's 3rd base is just the same as it is here. Aside from that, all the differences add up. If we shut down every map that's similar to another map, the mapping community would dry up fast.
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The pathing on this map is totally different from Whirlwind. The only similarities are than it is a 4p rotational map with a ramp down from the nat and ramps up to the thirds. But the rest is completely different.
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On July 12 2012 07:15 NewSunshine wrote: Look closer. The gaps in terrain next to the 3rd's completely change how you'd go about defending them. Honestly try and tell me holding off an attack on Whirlwind's 3rd base is just the same as it is here. Aside from that, all the differences add up. If we shut down every map that's similar to another map, the mapping community would dry up fast.
hold the phones guys, on this version of whirlwind the place where you defend your third is slightly closer to the nexus! I think we're onto a winner here!
On July 12 2012 07:16 Gfire wrote: The pathing on this map is totally different from Whirlwind. The only similarities are than it is a 4p rotational map with a ramp down from the nat and ramps up to the thirds. But the rest is completely different.
+ Show Spoiler +
oh wow THE DIFFERENCES! Some of the lines are even shorter than on the other version, wtf?
I bet you guys thought I wouldn't go to this much trouble to prove you wrong. Who's stupid now.
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On July 12 2012 08:45 Melty Butter wrote:Show nested quote +On July 12 2012 07:15 NewSunshine wrote: Look closer. The gaps in terrain next to the 3rd's completely change how you'd go about defending them. Honestly try and tell me holding off an attack on Whirlwind's 3rd base is just the same as it is here. Aside from that, all the differences add up. If we shut down every map that's similar to another map, the mapping community would dry up fast. hold the phones guys, on this version of whirlwind the place where you defend your third is slightly closer to the nexus! I think we're onto a winner here! Show nested quote +On July 12 2012 07:16 Gfire wrote: The pathing on this map is totally different from Whirlwind. The only similarities are than it is a 4p rotational map with a ramp down from the nat and ramps up to the thirds. But the rest is completely different. + Show Spoiler +oh wow THE DIFFERENCES! Some of the lines are even shorter than on the other version, wtf? I bet you guys thought I wouldn't go to this much trouble to prove you wrong. Who's stupid now. You. The minute differences in the lines you've so thoughtfully drawn all affect the gameplay. A map is not just an overview, contrary to popular belief, everything that appears small and insignificant in an overview becomes important once it's being used in-game. Pointing out similar shapes isn't going to win you any points in a community that strives to create better and better maps, but rather makes you sound like you've come from BNet to complain some more.
Please try to keep any further comments directed towards potential improvements upon the map's design. No map is perfect, that's not why we post here.
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If this map is a thing that the map maker made to experiment with whirlwind then I would be ok. But I don't think its drastically different to whirlwind. For a starter these maps would never be used in the same ornament same as golden valley. Also even if maps are considerably different you have to knowledge the other map such as Mobs Marshall Area by team crux by eastwindy. The maps are quite different but at least he admitted that the maps are similar and will play out similarly.
That being said I don't think this map will have MAJOR differences in play. Sorry, its what I think from my opinion.
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On July 12 2012 09:17 kim9067 wrote: If this map is a thing that the map maker made to experiment with whirlwind then I would be ok. But I don't think its drastically different to whirlwind. For a starter these maps would never be used in the same tournament same as golden valley. Also even if maps are considerably different you have to knowledge the other map such as Mobs Marshall Area by team crux by eastwindy. The maps are quite different but at least he admitted that the maps are similar and will play out similarly.
That being said I don't think this map will have MAJOR differences in play. Sorry, its what I think from my opinion.
Crap sorry quoted instead of editing
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