On February 15 2013 05:05 Timetwister22 wrote:
As far as the layout, this map does have spacing issues. Many low ground bases are unnecessarily open while some of more central areas that should be open are very cramped. Where the utilization of chokes can be cool, this map is WAY too chokey.
Why is it uneccesary? The only real problem I see is that it's possible to go from nat 2 nat largely through chokes, making it potentially hard for Z to stop this, but the counter attack possibilities are huge on this map.
This layout also does not have much of a flow to it. The bases are very spread, and the fifths are very poorly designed. The full base fifths that are along the mains should either be pushed closer toward the natural or further from the main depending on who you intend to take that base.
Why? to what end? You realize that they are fifths as much as they are thirds right? They are the only full base thirds you can take on this map and therefore some people might elect to take them as thirds. I probably would in some cases.
I'm pretty sure these bases can be taken by either player, which is a good thing as it stops split maps from happening.
- Encouraging two base all-ins is the biggest issue. If the third is designed like a normal third with less resources, you bet many players are going to do some sort of 1 or 2 base play. Should be a no-brainer as to why.
So? Compensate, make 2 base all ins hard to execute and succeed in another way. You can compensate anything by changing the layout you know. They did it on Bel'shir Vestige. The third was too hard to defend so they added rocks, it's pretty easy.
-Zergs like 6 gases. Whether the gas at the third is high yield or not, many Zerg players will either attempt to take another base or do some 2 base play. Both can lead to bad gameplay. One solution I did come up with was to create a full base third that only a Zerg could really take. However, this also lead to problems since the Terran or Protoss was working off of a half base, while the Zerg was working off a full base. Lead to some imbalances.
You get 89% of the gas income you would normally get while expending less drones on it. Come on...
I could not find a way to make half bases work, but maybe if you do something crazy with them, you can.
For every reason something doesn't work you can adjust something of the map to make it work. If something leads to too many 2base all ins you can adjust the map to make those harder to pull off. If something encourages turtly play you can open up more pathways with varying degrees.
Overall, I feel the map is unplayable at the moment. If the thirds were full bases, it would be...playable. Even then however the fourths and fifths are so far and the map is so chokey that it will have loads of issues. Additionally, there isn't really any sort of concept to this map, which does make it quite boring.
I beg to differ, I want to play this map right now.