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White Forest Playable bounds: 120x144 Published on [NA] [EU] [KR] [SEA]
Angled: + Show Spoiler +
Info/details: Pretty straightforward SC2 adaptation of my BW map Overwatch. The third is intentionally rather far, although the presence of some narrow chokes should prevent it from being too difficult to take. Control of the central high ground should be important for securing additional bases, although not quite to the extent of the BW version.
The aesthetics were inspired by the White Forest resistance base from Half-Life 2: Episode 2 (hence the map name), but with lots of added water so I could make use of the bridges shamelessly ripped off of Mereel's Polaris Rhapsody remake.
Center bases are 6m1hyg, all others are standard 8m2g. None of the high ground pods are droppable.
Analyzer: + Show Spoiler +
Aesthetics: + Show Spoiler +
Tileset: + Show Spoiler +-Aiur Dirt -Aiur Rock -Aiur Grunge -Aiur Grass -Haven Grass Rocky -Agria Concrete -Braxis Alpha Metal
-Korhal Wastes Organic Cliffs -Korhal Wastes Manmade Cliffs -Agria Manmade Cliffs -Skygeirr Platform Manmade Cliffs (yep, all 4 cliff slots used)
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I think the little bridge in the middle is meaningless because it is not very hard to go around it.
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Looks cool, but I am not so sure the middle is optimally designed. It seems quite open, and not many alternative attack paths. Zergs would probably love this map for it, as I think the game would be pretty much over if they get enough creepspread.
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Why is it white? It is green.
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On October 27 2013 19:51 Aunvilgod wrote: Why is it white? It is green. http://half-life.wikia.com/wiki/White_Forest
The original BW map this was based on (Overwatch) had a Half-Life inspired name, so I kept the theme. Not entirely sure why the White Forest in Half-Life had that name, but that's what Valve picked. I would have used "Outlands" which was the more general name for that area in the game, but that name was already taken in SC2.
Also the thick forests around the map borders have a bit of white fog, so the map isn't entirely devoid of white lol.
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Thank you for NOT including Watch Towers, I really feel they hurt the gameplay overall by simplifying a key Starcraft mechanic (vision ofc :D ). I tried it out some and it seems quite interesting, of course I would have to play some more to give a good feedback, which I will do if my math exercises don't take up to much time I play ~1700 Masters. I hope I'm not too bad to give a good assesment of the gameplay quality. Thanks for the map!
P.S.: Pardon my English
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I really like the map, it is beautiful and it flows just right, it has well placed overlord pods and it is open enough to avoid 3 base turtling. i quite like it, it looks like a more dynamic version of Daybreak, the only "problem" i see is that it lacks a small gimmick, but that's not a"problem" per se, so no problems there
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Russian Federation40186 Posts
It's me or 4 base is going to be trouble-some on this map? And that's with relative ease of 3 base.
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On October 28 2013 01:38 lolfail9001 wrote: It's me or 4 base is going to be trouble-some on this map? And that's with relative ease of 3 base.
Then I would speculate strategies would revolve around < 4 bases on this map.
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On October 28 2013 01:38 lolfail9001 wrote: It's me or 4 base is going to be trouble-some on this map? And that's with relative ease of 3 base. Actually I think both the 3rd and 4th on this map are both a little more difficult to take than on most current maps - at least that was my goal. Due to the layout, if the game gets to 6 vs 6 bases the map can get a bit splitty, so I tried to extend the amount of time it would take to reach that stage.
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