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Details Spawns: 4 Playable Bounds: 140x140 Main2Main Close: 152.4 Main2Main Cross: 171.9 All positions enabled
Please leave a comment, all feedback is appreciated.
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Looks good, textures a bit incoherent but meh, that'll come I'm sure.
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What do you mean incoherent ?
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Hmm, might be inconsistent I mean. Sacred Sands, with the majority of the map dominated by what looks like metal or concrete floors.
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very tight. to small, dont think u can paly a long macrogame. favours toss really hard. ff will be really good.
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Very nice! The proportions are good (very nicely placed ramps, given your space restrictions) for this kind of design, and the expansions flow nicely in both directions. You could remove the tower to make the middle feel more open and dangerous, but it's okay as is. The path outside tower vision is quite long. The different pathways encourage map presence.
You should put some rocks, a doodad clump, or raised ground/hole in order to make the natural choke smaller, 9-10 squares is "standard" and on this map I don't think you should have more than 11-12.
edit: Sands? The whole ground floor in the middle is sand. Which is apparently sacred. Makes sense to me. ^^
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Just took a second look - main 2 main rush distance isn't high enough.
I think rocks in those places should help.
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United States9960 Posts
On July 23 2012 08:00 ArcticRaven wrote:Just took a second look - main 2 main rush distance isn't high enough. I think rocks in those places should help. i feel like rocks there would increase it too much. maybe, maybe not.
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On July 23 2012 08:07 FlaShFTW wrote:Show nested quote +On July 23 2012 08:00 ArcticRaven wrote:Just took a second look - main 2 main rush distance isn't high enough. I think rocks in those places should help. i feel like rocks there would increase it too much. maybe, maybe not.
what about only cross spawn ? Problem solved
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Thanks for all of the nice feedback, guys.
The name is meh, but I couldn't come up with anything better. Feel free to suggest a replacement.
I have played around with the nat and rocks that you have suggested, and these are the results.
+ Show Spoiler [FFE] +Protoss can now cover the nat with 3x3 buildings. A tiny obstacle can be destroyed to create a path.
+ Show Spoiler [Rocks] +Increases close position distance, but still allow attacks at the thirds by taking a slightly longer path. Distance increases from 142.0 to 152.4.
I'll be working on the aesthetics in the next couple of days as well as the suggestions you guys come up with. Keep 'em rollin in
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Great map, i really like it. I think the rocks would work great! The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!
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This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.
I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.
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I like your aesthetics, especially your water. Could you tell me the settings?
The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.
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Update I have updated first post with the new version. Rocks have been added, as suggested by ArticRaven, and aesthetic changes have been made.
On July 23 2012 19:33 Apoo wrote: Great map, i really like it. I think the rocks would work great! The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great! On July 23 2012 19:37 OxyGenesis wrote: This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.
I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course. Thanks!
On July 23 2012 22:46 Aunvilgod wrote: I like your aesthetics, especially your water. Could you tell me the settings?
The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases. I use a modifed Shakuras water with 0 alpha, 1.0 mesh roughness and full texture roughness. I also gave it full reflective effect and disabled shadows.
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Update Aesthetics have been finished, and lighting has been standardized (no pretty night theme anymore )
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I'm not entirely sure about this, but 30 cc's seems pretty small for the mains. Also, the ramps seem to choke it up a little too much for me. I would widen one of the two ramps by the high ground third, probably the middle-r one of the two. Otherwise it looks pretty good! I really like the middleground, I feel like it could lead to a lot of flanks and tip-toe dance kind of battles. Maybe I'll steal it(;
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Ha I like the little destructible doodad. It lets you wall at first, and a cannon can protect it, but is easily opened like a pylon self-kill or the enemy can. Nifty little uniqueness.
Personally the nat2nat is fine without rocks, it's at least as long as xelnaga caverns (the ollllld standard). But adding them is great suggestion for adjusting the map without changing its character. Also it forces to walk past tower for early attacks, which means walking to middle to tag there first is important, creating more interesting midmap dynamics at all stages of the game. Also the rocks make the towards-opponent expansions a little more useful. All in all great change, good suggestion.
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30 CCs is about the minimum acceptable size. I think 30 is ok as long as you have a decently roomy natural. If you have a small natural it is problematic though.
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I like this map, A LOT. I love how there are options to expand, but it doesn't seem too big. It also seems to have chokes but a reasonable amount. I'm very interested to see how this plays out..
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