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You have a bit of an obsession with those temple inlays don't you? XD
This is definitely one of your best map designs, I'm not too keen on the half resources though
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your Country52796 Posts
Good work. Much better than your other maps.
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I think the concept of having a '1.6 natural' is not bad at all, it will create a ton of different openings. People can decide to take the safe 65% natural (6/8 mineral patches and 1/2 geysers) which allows for some decent midgame pushes. They can decide to take both their natural and the half natural, creating a powered midgame. It's a unique concept that may require a new pool of maps on their own. I'm pretty confident something like this won't come into any official ladder or tournament though due to the strange naturals.
I like the aesthetics as well
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while i like the way your third works, i am not too fond of the in base natural in general. rather have a regular setup.
the map is very big and open and in my opinion a half base does not make that much sense. In a way it is not bad, because only one side can take it at a time as they are so close to each other, on the other hand it won't really work, because the player who has the control to take such a central base already pretty much has the upper hand.
what i therefore suggest is to make the third a half base like the nat (if you want to keep the in base nat) and make it saver. also you have to use all that space better and find a better position for the central bases and make them gold.
nice design in general and intersting setting though!
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As much as blizz maps get ragged on, i think the one thing that blizz maps do best is the mineral line. Nobody has to agree with me, and as this maps shows, 1.6 mins can be awesome too. However, the 8/8 mineral lines really make the nexus worth the cost since A) its not cheap B) it can't move C) protoss units tend to be slower than the other races. I think this may actually benefit the terran in a small way since the zerg cannot get as many minerals as they would like making them HAVE to expand more, the toss would have trouble getting out as many gateways and they would HAVE to expand more, but the terran could make an extra OC use double/triple muling and have an effective 3 base situation on 2 bases where everyone has less than them. Thats just theory crafting though. This map is gorgeous and i'm jelly i can't make any kind of art on this level gj.
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Hey! This is a bit of an old topic, but I'm in the process of updating / adding to this map again. The first change being worked on in is the natural.. For now I've come up with the following look:
Not sure how this would work exactly, but probably end up making the nat a bit bigger (siege tanks and stuff can reach it from the high ground) and likely make the main bigger. Will keep updating this thread! Any feedback would be appreciated!
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Interesting map. I'm terrible like silver league so I can't say anything about balance but I like the island third, and the water particles in the map
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Can we have an overview picture of the latest version? Hard to judge anything without that.
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so you now introduced a flat choke nat with a cliff close to it?
in general your change is pretty good, because it allows to take third theoretically.
what you should do in my opinion: cliff level up for main and nat; lower the whole middle area together with the 12/6 base, decide if you should mainly expand horizontally or vertically and adjust the NW and SE corner bases and ramp sizes there accordingly, reconsider the middle half-bases as they are winner's bases and pretty much impossible in general.
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I like it favors aggression making a potential powering up player at risk if they are grabbing a fourth. I think at high level might be difficult for zerg potentially because bases are so open but then again I'm silver league so I don't want to come off like I know anything of this game. If Pro players played on it I think you'd have some awesome replays to watch IMO.
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On October 24 2012 09:08 Pucca wrote: Interesting map. I'm terrible like silver league so I can't say anything about balance but I like the island third, and the water particles in the map Thanks! But there is no island third :p The overview / old screenshot might make it look like one, but there isn't. Sorry about that!
On October 24 2012 15:41 Samro225am wrote: so you now introduced a flat choke nat with a cliff close to it?
in general your change is pretty good, because it allows to take third theoretically.
what you should do in my opinion: cliff level up for main and nat; lower the whole middle area together with the 12/6 base, decide if you should mainly expand horizontally or vertically and adjust the NW and SE corner bases and ramp sizes there accordingly, reconsider the middle half-bases as they are winner's bases and pretty much impossible in general.
Hadn't really thought about that. Kind of like Shakuras Plateau? =o The half bases will probably go as well. Not sure if they will be removed completely or just made into standard bases though. Will see how it works once I fiddle some more with the main / nat over the weekend, thanks!
On October 25 2012 03:25 Pucca wrote: I like it favors aggression making a potential powering up player at risk if they are grabbing a fourth. I think at high level might be difficult for zerg potentially because bases are so open but then again I'm silver league so I don't want to come off like I know anything of this game. If Pro players played on it I think you'd have some awesome replays to watch IMO. Glad you like it! Don't see any problem with what league you're in though :D Pros will likely never see this map lol
Here is an updated version of the map overview. At the moment it only shows the changes to the main / nat.
Also, if anyone could be so kind as to help me out... the topics I found searching confused me more... didn't think it was possible. How am I to publish this? Like normal? Use the arcade? Both? lol :<
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