On July 08 2011 18:28 iGrok wrote:
By the time anyone wants to take the golds, they'll have a large army and will down the rocks in seconds - so why put the rocks there at all?
By the time anyone wants to take the golds, they'll have a large army and will down the rocks in seconds - so why put the rocks there at all?
Fine! I'll get rid of them. Happy now!?
On July 08 2011 20:06 Ragoo wrote:
Wow those aesthetics :O Your textures and use of it is f-ing stunning!! I want to play this map just because it's so cool looking^^
Some ideas:
- remove the rocks at the third and widen the ramp from the third to the middle a bit; I think right now the third favors T/P cause Zerg can't take it very quickly and once it's up for T/P it's rather easy to defend cause of the small ramp and it's very easy to take another very safe base vs Zerg on 2/8 o'clock
- 2/8 o'clock bases aren't vulnerable enough to justify a full base, I'd cut one gas and 1-2 minerals; otherwise T/P will turtle for Deathball against Zerg
- the watchtowers in the middle are both only accessible when you hold that small space in the middle, meaning once you control that area you have both watchtowers and I don't see both players holding one tower each; I don't like it and would suggest rotating those ramps to the towers by something like 90° clockwise and thus make it possible for each player to control one tower
- rocks at the gold don't serve any purpose, you can't take those golds early anyway, just like on Metalopolis
- I don't know about those big rocks, in ZvP I think on the one hand they give Zerg some time when Protoss tries to push through this very narrow path and abuse the shit out of forcefields, on the other hand they deny Zerg a possible harass path into the third for some time. Keep them or remove them, either way is fine imo
Other than that I love the layout, I think it looks like a lot of fun, variety and long matches
Wow those aesthetics :O Your textures and use of it is f-ing stunning!! I want to play this map just because it's so cool looking^^
Some ideas:
- remove the rocks at the third and widen the ramp from the third to the middle a bit; I think right now the third favors T/P cause Zerg can't take it very quickly and once it's up for T/P it's rather easy to defend cause of the small ramp and it's very easy to take another very safe base vs Zerg on 2/8 o'clock
- 2/8 o'clock bases aren't vulnerable enough to justify a full base, I'd cut one gas and 1-2 minerals; otherwise T/P will turtle for Deathball against Zerg
- the watchtowers in the middle are both only accessible when you hold that small space in the middle, meaning once you control that area you have both watchtowers and I don't see both players holding one tower each; I don't like it and would suggest rotating those ramps to the towers by something like 90° clockwise and thus make it possible for each player to control one tower
- rocks at the gold don't serve any purpose, you can't take those golds early anyway, just like on Metalopolis
- I don't know about those big rocks, in ZvP I think on the one hand they give Zerg some time when Protoss tries to push through this very narrow path and abuse the shit out of forcefields, on the other hand they deny Zerg a possible harass path into the third for some time. Keep them or remove them, either way is fine imo
Other than that I love the layout, I think it looks like a lot of fun, variety and long matches
Ooo, good suggestions. I was on the fence about the watch towers. They've been an issue from the beginning. Plus, I'll widen those ramps to the thirds. No turtling allowed. I don't know about removing the rocks though. I think Zerg might be able to take their third too quickly without them.
On July 08 2011 20:08 dezi wrote:
To grab the Dustin Browder award ... gosh iGrok - u never learn? ^^
To grab the Dustin Browder award ... gosh iGrok - u never learn? ^^