So this map's nothing too outrageous. It has 2 slightly unusual third bases, but again, shouldn't be problematic for players hankering for standard maps(hate you people btw). The main feature on this map is rocks, mainly rock towers, which need to be controlled, so you don't find one of your expansions getting screwed by harass. The expansion pattern overall should be reasonably flexible, and the watchtowers reflect this, being about equidistant from either player, so which way you expand will influence which one you want to control. The map overall should encourage players to be more active on the map, pushing forward to take space, despite longer rush distances. But who knows, this could all just be vacuous air-filler. I love that stuff. Go play the map, you guys.
I really like the vertical third base. It gives the defender the option to completely abandon the base while still being mostly safe or it gives the attacker the chance to cut the base off and do massive damage.
I´m already in love. There´s plenty of chokes and highground to defend right to the middle, 3rd/4th bases are easily harassable and there´s plenty of attack paths. Oh, and it´s stunningly pretty.
Ok, I cant find flaws on this map. I love the main/nat/3rd design, the middle looks to be amazing I love the pathway you have there, not just a boring corridor nor a random open arena, the area that is from the main ramp that goes to the corner with the optional 3rd (not the area that goes to the nat, [12, 11], [6, 5] oclock bases) looks so good, 4 ramp, 4 entrances, 3 rocks and that 1 los blocker, that whole area is, to me at least, the highlight of the map design, this is the Cloud Kingdom of HotS, I want this on ladder. You better do a lot of noise around this map, its extremely good. I am adding this to my "favorite maps of all time" list.
Great looking map once again. I really should take note from your maps on how to fit so features on a map without it looking cramped.
Only critique I have is that I wish the center of the map was a bit more open. I feel this map might promote basetrading since it seems to be difficult to get back to your base or the other side of the map (Top Right/Bottom Left) through all the narrow chokes and ramps.
On January 24 2014 22:37 Elche wrote: Great looking map once again. I really should take note from your maps on how to fit so features on a map without it looking cramped.
Only critique I have is that I wish the center of the map was a bit more open. I feel this map might promote basetrading since it seems to be difficult to get back to your base or the other side of the map (Top Right/Bottom Left) through all the narrow chokes and ramps.
Well, the map has 2 open centers, connected by a bridge, moving through the actual middle isn't supposed to be that good.
the rocks blocking the third is actually quite ingenious.
i agree with sidian, you should separate those bases a little more.
also, your map is super tight. you need to open up a lot more for more easier army mobility. otherwise its gonna be funnel vs funnel battles. no good. try to widen some areas.
I'm kind of interested to see how the highground over the third would play out. The rocks blocking the short route make it safe, but then the high ground makes it vulnerable. I think it will make fantastic positional play.
I have played on the map myself with a buddy. We played a PvT on it.
Umm... I think the rocks at the third base need to be moved or something needs to be done. I was able to shoot at them with a small squad of marines and then do a big drop to kill his third before the Protoss could properly defend himself. Not to mention I shut down his fifth base by knocking down the rocks while I had map control.
All of the above being stated, I love the idea of dynamically rewarding map control, I just feel that this map makes it a little too good.
It might balance out if the Protoss opens with 1-2 stalkers and uses them to run around the map, kill the Terrans rocks at his third, and then killing the rocks at the fifth while leaving a probe in the Terran natural fifth to set up pylons later. idk though, the Protoss I played never did that to me on that map.
On January 28 2014 07:29 Gumdrop wrote: I have played on the map myself with a buddy. We played a PvT on it.
Umm... I think the rocks at the third base need to be moved or something needs to be done. I was able to shoot at them with a small squad of marines and then do a big drop to kill his third before the Protoss could properly defend himself. Not to mention I shut down his fifth base by knocking down the rocks while I had map control.
That's the exact sort of play the map was designed to create. The map was created so that even small groups of units can be very powerful - be it by securing vision, or by taking advantage of a blind spot. Whether it's too good I can't say, a larger sample of games would be ideal to figure that out, it could simply be that your opponent got punished for lack of map awareness, whilst you were playing to the map, which sounds pretty cool to me. Hard to say for sure either way, though.