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Overview
Map Details Name DF Dust Devils Version 1.0 Bounds 154x112 Bases 10 Published Privately on SEA
Back with another map for another month! This time I tried to take things in a different direction. The map is noticebly smaller than my last with the vertical bounds being approx 40 units smaller. There are only 5 bases for each player but they are relatively easy to take and hold.
Aesthetics are quite conservative I wanted to make a much less colourful map and I think I achieved that. Player units and fights feel much more vibrant and I and the people I have played this with think it is quite a nice effect.
Natural wall-off is standard but with an additional entrance rocked off behind line of sight blockers.
It takes one creep tumour to connect the main's hatchery to the natural's hatchery, and two to connect the natural and the third. Only takes two to connect the third to the fourth.
Analyzer Image
Not available since patch 1.5.0
Gameplay Images
Eye Candy
Previous Versions
None yet.
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Now thats what I call some fast aesthetics. All in one day or did you submit an older submission yesterday?
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They took me two weeks. Fast for me
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I just noticed you took out the mineral block. Lovely!
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Really like how the natural is set up. Good to see something different.
Nice job on the aesthetics as well. I know I have trouble staying as consistent as you were able to.
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Good job!
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I think you need to get rid of a ton of the LOS blockers at the rocks at the natural, because at the moment, FFE isn't viable. That's because the zerg player can make nothing but lings on 2 bases and the protoss can't wall off the back door in time. From your pictures it looks like it'll take maybe 6 buildings and a pylon to wall it off, and a zerg player can easily break through that before you have enough units to defend. You should make it so that you can wall behind the LOS blockers more easily.
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Looks pretty nice! I like how 3rd is easy to take .
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Is there any reason to place 7m2g naturals ?
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Yeah all the versions out there don't work since 1.5 came out.
It's not a huge deal though if you are busy - a mapmaker can get all the information he needs with various methods (it's just an itty bit more work than running a quick program), the easiest being the new distance measure tool that came with the 1.5 editor.
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United States9960 Posts
feels too much 3 base play. the 4th bases are soooo far.
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But then they're pretty choked up, and far from the ennemy too. That and if you break the rocks the distance is very manageable.
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idk, those 4ths aren't -that- far. It probably wouldn't be an issue at all if there wasn't a ramp coming down into the 4th from the opponent's 5th.
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On September 25 2012 17:40 Yonnua wrote: I think you need to get rid of a ton of the LOS blockers at the rocks at the natural, because at the moment, FFE isn't viable. That's because the zerg player can make nothing but lings on 2 bases and the protoss can't wall off the back door in time. From your pictures it looks like it'll take maybe 6 buildings and a pylon to wall it off, and a zerg player can easily break through that before you have enough units to defend. You should make it so that you can wall behind the LOS blockers more easily.
Noted, natural will be changed a bit to compensate for this back door and I will be changing the losbs.
On September 26 2012 17:18 DooSan wrote: Is there any reason to place 7m2g naturals ?
Mistake. I don't remember what map I copied those minerals from, supposed to be standard 8m bases.
On September 27 2012 05:35 FlaShFTW wrote: feels too much 3 base play. the 4th bases are soooo far.
Most test games have shown that the fourth is reasonable to take.
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Also looking into completely changing the midfield, currently it produces terrible engagements for most matchups.
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