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Fun little Rush map posted on HotS beta, made it in about 4 days, really didn't put a lot of effort into the aesthetics and it's partly a gimmick but it's fun as hell to play on, at least for me:
![[image loading]](http://i.imgur.com/osnxOIrl.jpg) click for aesthetics
tileset: All char, textures and cliffs nat2nat rush distance: 90
Notable features:
- icarus-style natural - only 34 mineral patches per player (Cloud Kingdom has 48) - only 7 geysers per player (cloud kingdom has 12) - permanent neutral blinding clouds in the centre provide some extra defenders advantage to compensate for the distance - hostile spiner crawlers and hostile creep guard the third.
The map is by the way in my experience currently slanted towards Zerg in both ZvT and ZvP and Protoss in PvT, which is interestingly enough not what you'd expect.
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I expected a 5 headed dragon. >:
Anyway, how many CC's are there in the main? (area in CCs) It seems tiny. D:
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I love that kind of terran
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Had really fun games on it, even though I wish you would turn all the bases besides the nat into full bases, in order to give the map at least the possibility of going into a macro game, even though I get your reasons. Anyways I think the only reason people think that Zerg needs big maps is because of the metagame, you need to remember that fruitdealer won on small maps and once maps got big his aggressive style didn't work anymore. This map feels really old school in the way that you don't just go into 3bases before units, you actually get aggressive and if someone is greedy it is punishable.
For anyone wondering the clouds in the middle don't do too much, the main features of the map is how much it is open and the spines at the 3rd. The fact that the main is pretty small, while annoying, is reasonable since it makes cheese worse, and since the map is really small it is needed. Overall I suggest everyone to play some games on this map once the bugs are fixed, since its really fun
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Since this doesn't appear to be a remake of the BW map, maybe you should rename it?
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On February 23 2013 02:22 EatThePath wrote: Since this doesn't appear to be a remake of the BW map, maybe you should rename it? Agreed, was expecting basically a flat Daybreak lol
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I think it's great that you're exploring the char tileset, not many people do that so it's great to see new experiments with it! One thing I will mention is the rock texture at every base. It could use better blending, or a different shade other than dark brown. Or, highlight the edges of the terrain with it
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On February 22 2013 22:31 k10forgotten wrote: I expected a 5 headed dragon. >:
Anyway, how many CC's are there in the main? (area in CCs) It seems tiny. D: Not a lot, the main is tiny yeah, it's a small map, one of both players is probably dead before you can fill it up, you also have a lot of room for production in your nat.
I actually didn't know that Arena MSL map was called Tiamat.
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This looks like it could be a lot of fun. Also like the Spine crawlers by the third.
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I'm thinking if I should move the 2g6m base more counter clockwise to basically move it more away from the mains and more towards the third of the opponent to make it more of a base that can be taken by either player, thoughts?
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This would give you perhaps only one real option for a third, the high ground 2g 6m+2 hym. This would make putting units there favourable, if i know you have to take this node as your third i can commit to denying it better.
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