Changelog v1.1: - Removed Xel'Naga Towers - Choke size at the third (with the LoS blockers) has been increased to make it more vulnerable - Slightly larger ramps on center highgrounds & slighly smaller choke in the center
Introduction: I had originally started with creating this visual theme. Iwanted to of make Mar Sara cool again, since there seems to be a lack of Mar Sara maps nowadays. However it took quite a while until I finally had a map concept that i liked enough to use this theme on. In fact the concept went through so many iterations, changing everything over and over again until i liked it. Maybe I will give a little insight into the creation process later. I don't really know what else to say about the map. It's a desert flying around in space. I can't think of an explanation for that.
Information: Uploaded to: EU Players: 2 Playable size: 140x126 Bases: 12 (no gold) Xel'Naga Towers: 2 Rush distance: 163.4 M2M, 133,6 N2N Tileset: Braxis Alpha/Mar Sara/custom
I like how the third is easily defended, but still different form the 4th or nat, being very vulnerable to air. I wonder if the losb makes it easier or harder to wall, certainly bad for tanks.
I think the 6ths coudl have a wider ramp or something. Its very safe, isnt it?
Seems like a good map. Love the base setup, and everything really. The thin high grounds with watchtowers across the center line are also great for avoiding siege tank stalemates, which would otherwise be pretty common on a map like this.
I think that the fifth and sixths are a little bit too easy. Maybe you could make the ramp into the fifth that points into the third point outward towards the center of the map and alter the sixth's mineral line to make it more vulnerable to air harass and drops? Just some thoughts that could make then a tad bit more difficult to defend while not completely breaking the game.
I really like this map because of how the expansions are set up. I like how the fifth and sixth expansions are rather close to each other and allow for very interesting games to unfold. Vulture has a ton of potential and I'd love to see some games on it sometime! Great job!
Main, Nat & 3rd I love. 4th is great because it's fairly easy to take, same with the 5th. I do like the position on the 6th because if you try to defend that you will leave yourself very open everywhere else.
Textures, like always, are amazing.
I'd still like if there was a way to move through the map without getting scene by the watchtowers though because right now, no matter where you move your ground army around the map, unless you clear out the watchtowers first with a smaller army you will get noticed. Although many maps are like that, I still enjoy places you can move through that aren't in vision of the towers, to promote more scouting/movement around those areas.
I think it would work with no towers. I do like to see more maps with no towers at all phasing into the mainstream consciousness. When you get down to it, certain types of maps just do not work with watchtowers, sometimes a maps features get so condensed that a watchtower reveals way more than usual. I'm really diggin' that third layout though. Really cool map overall.
Very, very nice map. I really like the clear third choices with very clear army positioning for all bases. It's very neat.
However, the top right/bottom left bases (the metal ones) seem a little awkward to me. Maybe if you shifted the entrance away from the main out towards the center of the map and then also shifted the entrance to the sixth base there over towards the opponents main a tad it would be better? Perhaps something like this: http://i.imgur.com/vwL4e.jpg? Also, the mineral lines on those bases look wacked out and crazy, so fixing those or making them more aesthetically appealing would be nice...
super solid layout, sweet visuals. my only complain (still): add another ramp up to the highground which would mainly makes the third/fourth easier accessable.
I made a little animated gif to show off the evolution of the map. As I have often said, I don't really start with a concept in mind. If anything, I might have an idea for a natural setup or whatever at most. Instead I just start sketching out terrain in the editor and keep changing stuff until I get something I like. Don't be afraid of making drastic changes to the map over and over again, because some of the best ideas are a result of that process.
The most noticable change is that all Xel'Naga towers have been removed from the map. Additionally, the center path has been choked a bit while the side ramps in the center have been enlarged.
Another noticable change was increasing the choke at the third bases (with the LoS blockers. This should make them a little harder to defend.