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DF Desolation - 1.0 - NA (WoL)![[image loading]](http://i.imgur.com/XaOwzv2.jpg)
Map Data: -144x144 playable -No Xel'Naga towers -12 expansions -Rush distance (nat-nat): close - 137 cross - 167 ---------------------------------------------------------------------------------------------------------- + Show Spoiler [spoiler] + ----------------------------------------------------------------------------------------------------------
This map had a weird start. It began as a 2-spawn map, but something went horribly, cataclysmally wrong. The rush distances were enormous, it never would have worked well. So to mix things up, and perhaps make things more interesting in the process, I turned it into a 4-spawn map. It might well also be my final Wings of Liberty map, but hey, shit happens.
This map has turned out quite unlike my previous maps. First, it's ended up smaller than my other 4-spawn attempts. Also, because of how it maximizes the usage of space it pushes the idea of a map with no Xel'Naga towers, though it wasn't for lack of trying. Nor was it, as it turns out, for the sake of being a hipster.
>.>
No. Actually, even with one dead center, a Xel'Naga tower would straight up make the map worse. It's too powerful, so instead you have to secure your map control BW-style, for better or worse. Deal with it.
Also of note is the screwed up expansion pattern. Or so it appears. This is something else the map is pushing when you think on it I guess. Anyway, because of how the terrain is so contorted in this map what would otherwise be an intolerably forward 3rd base is actually quite distal to your opponent. Harassment, as a final note, should be very strong here indeed. Though I leave that to you nerds to find out. 
Have fun!
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Hmmm seems pretty damn cool, but the third looks awfully easy to siege.
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On March 10 2013 17:40 kochanfe wrote: Hmmm seems pretty damn cool, but the third looks awfully easy to siege.
If you mean that you can siege from the corner bases, then either
A) Terran has the bulk of their army there and are going to lose their expansions to a counterattack in the name of worker harass
or
B) They send 2-4 tanks to go alone and any amount of air/small group of zerglings eat them while the workers take an unpaid vacation to another base.
The other explanation is that you mean the high ground by the third, which while it does look dangerous, some test games would be necessary before making a conclusion, though widening the choke (to the right of the ramp on the bottom of the map, and vice-versa) would likely alleviate this. I'll attach a picture with a better explanation.
![[image loading]](http://i.imgur.com/8juiOF6.png)
I would vouch to play the test games myself, but I'd rather wait for HotS, to be the most accurate.
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Accidentally quoted, delteate pl0x.
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I really like this map, though counter attack pontential seems very strong, However this isn't really a problem, in terms of balance as long as terran is smart and plays mech in TvZ. Also the expansion pattern encourages active armies in the mid game. Both of these i think make the game more exciting/ skill based. tl;dr: great map
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Might work even better if you simply remove the ramp to the third.
I think the map might work better as 152x152 with a little longer rush distances in close positions.
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Looks like you can siege up the third of a player whose counter clockwise to you with tanks from your main. (Have not played the map TBH)
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So positional imba. Why did you make this a 4p? Just keep working on your 2.
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I feel like this map does not try to minimalize the spawn imbalances. That's kinda disappointing.
Also the layout is nothing new; it's kinda bland really, along with the textures that you've used for your last 3 maps.
And there are 16 expansions, not 12.
That being said, I think a layout like this has some potential.
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On March 11 2013 21:54 Semmo wrote: I feel like this map does not try to minimalize the spawn imbalances. That's kinda disappointing.
Also the layout is nothing new; it's kinda bland really, along with the textures that you've used for your last 3 maps.
And there are 16 expansions, not 12.
That being said, I think a layout like this has some potential. I think NewSunshine got me on this before as well; 4 mains, 12 expansions, 16 bases total. It's weird because usually the status quo is to state the number of total bases.
EDIT: NewSunshine, you're on a mapmaking rampage. 4 published maps in 3 months, who knows how many WIPs. o_O Have you thought at all about slowing down and polishing up the maps more with some play testing? I'd feel quality and balance stats beats quantity. Not saying the maps are low quality at all, but rather taking some time to demonstrate they play well might be beneficial.
Depends on your goals, really. If you're making maps for the sake of making maps, then feel free to ignore me. If you want your maps getting played though, I think pumping out so many so fast makes it hard.
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