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MONTANE 1.1
Spore seeds predating the Zerg invasion have been found frozen in the soil of these polar mountains. The biochemical markers of these spores bear the genetic signature of a Zerg subtype thought extinct.
This is the second of my maps that I have posted here. This map is supposed to be "blizzard Style" for MOTM 10.
+ Show Spoiler [overview] + + Show Spoiler [analyzer summary] + + Show Spoiler [old versions] +v1.0 + Show Spoiler [natural walloff] + + Show Spoiler [beauty shots] +
STATS: dimensions: 176x94 main2main: 172 nat2nat: 115
spawns: 2 bases: 10 blue, 2 gold rocks: 8 xwt: 1
FEATURES:
blizzard style + Show Spoiler +only one tileset (Haven) and mostly consistent doodads 8min 2gas blue expands and 6min 2gas gold expands rocks blocking 3rd exposed golds near the middle of the map watchtower right in the middle of the map
though the 3rd is blocked by rocks, it is possible that greedy expanders might want to go for the corner bases first as they are very protected until the other rocks are destroyed
And the map has falling snow!!!!!!!
CONCERNS:
Probably a lot of other things, I am not an expert player or mapper.
FEEDBACK AND COMMENTS
please post your feedback, comments and suggestions so that I can improve this map!
If you want to try it out, the map is published under the name "Montane" on the NA server.
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I feel like i'm looking at Bizzaro Daybreak here o_O
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fucking rocks at the third
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On September 20 2011 16:06 EcstatiC wrote: fucking rocks at the third
You do know this is meant for motm 10 which is "blizzard style"? Regardless, thanks for the helpful comment. ^_^
I really like the looks of this map. I'm going to play some games on it before I give any feedback, except to mention that I think the tower in the middle is just fine. Otherwise there would be little incentive to try and control that center vertical lane.
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As far as I can tell, this map rocks (pun maybe intended^^). Can you please post high res. overview pictures and analyzer distances? It's a little hard to look at details.
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Main: good size and shape. I think the forward looking cliff is intersting. Did you put two siegetanks up there to check their range? at the edge towards the third is a shape the same for two little noses. you might want to change one.
Natural: it looks open and wall ins around the nexus leave you with extremly little space. terran might be better off with siegetanks and the cliffs above. Would be nice if you could some images about walls/block options. Normally you do not want to dictate the player to do a FE, wall, etc.
Highround: seems to be of big importance for both entries into the nat and for both expansion directions.i think it should be shaped or positioned differently to do two things: get both side expansions closer to allow expansion in both directions. you then might even feel comfortable to remove all rocks.
Towerplacement: it is fine, but the space is a bit narrow around it. also
Paths: i like what you did with lots of alternatives, but the central valley could be a bit shorter, so that you are able to flank and shift left to right easier.
question: what is the exact n2n? it should not be that diofferent from the m2m, so i do not understand your comment.
Suggestion: in general a less wider map with more economic use of open space would result in a better map.with some copy paste you can make a solid into a really good map imo. oh, and rocks?
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Thanks for the feedback!
fucking rocks at the third
oh, and rocks? Even though the close third is blocked by rocks, greedy expanders are supposed to be able to expand into the corner expansion where they wil be protected by the diagonal rocks for a while. more conservative expanders will have to wait to destroy the rocks on the closer third. (and what kind of blizz map doesn't have a hard to take third? ).
I think the forward looking cliff is intersting. Did you put two siegetanks up there to check their range? Thinking of it, siegetanks and other ranged units might be a little too strong at that point, I might change this in the future.
question: what is the exact n2n? it should not be that diofferent from the m2m, so i do not understand your comment. main2main = 171 nat2nat = 115
kinda a large difference, mostly due to the fact that the natural is in front of the main instead of at the side (the main to nat distance actually is pretty short)
new pictures for OP coming soon. now uploaded
edit: grammer
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So! First things first: in game, that fog is THICK. It makes it tough to see at times, along with the somewhat darker lighting. It's really cool. I think it might be too distracting for competitive play, but if you toned it down a hair, or brightened the lightning a little, it'd be alright.
Apart from that, I didn't see anything really wrong in my few games. One thing I noticed before that was present in the games as well... the lefthand 3rd is a little bit close to the gold across from it. It makes it so those bases are awkward in the late game. I think you should tuck that lowground base further back, nearly up against the mineral line of the nat.
Random thoughts: Walling off pvz is defintely possible for an FE, but very wonky. It's kind of cool. ^^ The ramp up from the 3rd with the rocks.... is scary. But the open space at the bottom gives you enough room to let them come down before you engage, which is good. Also you can meet them at the top if you're watching the map, and I like that you can control 3 bases on 2 chokes with an army ready to pivot, IF you have map control. The rocks near the tower aren't needed I don't think. I'd prefer if they were on either side of it to make it really choky but you can open it up, so they matter more throughout the game. Aesthetically, I would try to include some more textures that resemble snow or ice. If this is for motm10 then I understand and it's okay. The atmosphere is more stormy than icy, but it's still cool. The abundance of rock textures in broad swaths at the moment gives a sense of mountainous terrain in a weird "illustrated" way because that texture style is at odds with how they are normally used. The rush distance is good, and distance between bases, except the gold bases across from the optional 3rd.
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Thanks for the Feedback! I really appreciate it.
in game, that fog is THICK. It makes it tough to see at times, along with the somewhat darker lighting. It's really cool. I think it might be too distracting for competitive play, but if you toned it down a hair, or brightened the lightning a little, it'd be alright.
do you mean the doodad clouds or the graphical blue fog? The weather doodads shouldn't be visible on low graphics so it might be ok. I'll probably bump up the lighting a bit more or get rid of some of the graphical fog, it is abit dark. I would be really sad if I had to get rid of the doodad clouds and snow tho (too bad you can't set alpha values for doodads)
One thing I noticed before that was present in the games as well... the lefthand 3rd is a little bit close to the gold across from it. It makes it so those bases are awkward in the late game. I think you should tuck that lowground base further back, nearly up against the mineral line of the nat.
I can see what you mean, I'm going to try to move the geometry of that area around to improve this.
The rocks near the tower aren't needed I don't think. I'd prefer if they were on either side of it to make it really choky but you can open it up, so they matter more throughout the game
I actually had them exactly like this right up until a few seconds before I published the map, I changed it because I thought it would make the middle a little too chokey, I'm probably going to widen the middle path just a little though, so I almost definantly will take your suggestion.
did you notice if the highground arm on the main seemed to be abusable or overpowered for certain units (siege tanks)?
map update coming soonish, maybe.
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The most distracting thing was the doodad fog above the ground because you had to see through it to see anything. Once you get used to it it's okay but I think it's off-putting at first. Play around with it. I use low settings except for high on effects, which is why I can still see the doodad fog and atmospheric fog but the lighting is low (crappy).
The highground arm in the main was pretty cool I thought. Since it's usually hard to break into a terran base anyway, I wouldn't worry about tanks up there too much. Generally the opponent wins the game with an economic or tech lead, not by crashing into tanks at the main/nat/sort-of-covers-the-3rd. One thing about it that's cool is that you can use it for harassment and hiding if they don't have vision there. I put a pylon there before expanding to get a jumpstart on walling off, which is neat.
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Map Update: v1.1
Central Path widened slightly Corner bases pushed back way from golds, added side rocked entrance cloud doodads now much more localized increased lighting added more doodads improved some texturing
see OP for new pictures
I'm still looking to improve the on the layout, so please post any comments, feedback, or suggestions!
and
The most distracting thing was the doodad fog above the ground because you had to see through it to see anything. Once you get used to it it's okay but I think it's off-putting at first. Play around with it. I use low settings except for high on effects, which is why I can still see the doodad fog and atmospheric fog but the lighting is low (crappy).
ok, yeah, the doodads are really distracting with those settings, and low shaders messes up the falling snow as well.After trying a couple of things I have removed most of the cloud doodads and increased the lighting a bit.
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your Country52796 Posts
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I like the layout of this map, Im not sure about the look around the edges but thats probably not on your mind at the moment
If your worried about the mains not being harassable why don't you just increase the map bounds slightly each direction?
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