Playable Bounds; 107 x 126
Overview (you cant drop or use reapers on the highground in the main)
+ Show Spoiler +
Main/Natural
+ Show Spoiler +
Center
+ Show Spoiler +
Analysis
+ Show Spoiler +
+ Show Spoiler +
Post you opinion and feedback, thanks
Forum Index > SC2 Maps & Custom Games |
Infidler
Norway49 Posts
Playable Bounds; 107 x 126 Overview (you cant drop or use reapers on the highground in the main) + Show Spoiler + Main/Natural + Show Spoiler + Center + Show Spoiler + Analysis + Show Spoiler + + Show Spoiler + Post you opinion and feedback, thanks | ||
Infidler
Norway49 Posts
hopefully my last map got a ok third | ||
Greenhit
United States200 Posts
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Callynn
Netherlands917 Posts
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a3den
704 Posts
I hope you can't drop units on top of the high ground between the natural and the third. My favorite idea is the high ground leading to the rocks next to the third. | ||
Infidler
Norway49 Posts
On June 26 2012 02:42 Callynn wrote: I think those two golds in the middle are just there to let the guy with the upper hand steamroll the game. They should be blue if they are high ground, or not there at all. Looks very nice overall I totally agree, thanks for the feedback! | ||
Infidler
Norway49 Posts
On June 26 2012 02:49 a3den wrote: I feel the fourth is too hard to take. The center feels too big compared to its purpose, I'd rather only have two half gold bases each side and force the player to get a CC in the center. I hope you can't drop units on top of the high ground between the natural and the third. My favorite idea is the high ground leading to the rocks next to the third. you are right! i have made it so that you cant use reapers or drop on the highground in your main, i forgot to mention that in the post. thanks for your feedback | ||
IronManSC
United States2119 Posts
The mains are also pretty small, and there isn't really any room in your natural for extra production buildings. The ratio here is Big Main - Small Natural Medium Main - Medium Natural Small Main - Large natural You have Small Main - Small Natural. If you have a small main, you need more room in the natural to fit extra production buildings (think about terran in this scenario). Terrans need a larger main for this very purpose. Gold bases play this role: If I get it first, I not only get both gold bases, but I win. Simply put, the gold bases are far, far too close to each other (Xel'Naga Caverns gold bases were considered too close). I would suggest removing the gold bases altogether, because the xel'naga watch towers are completely blocked by them, which means the gold bases are forevercontested.jpg. It's not a bad thing, but with a watch tower literally a foot from the mineral line, this is bad. Remove the golds. Biggest one of all: increase the map size. Right now this is a 1-base all-in map. | ||
Mullet_Ben
United States54 Posts
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EatThePath
United States3943 Posts
If you enlarge the size of the map 10-20%, you can put them back in somewhere near the center (like Antiga middle bases, I guess). This map feels very small and direct, like a season 1 ladder map. It's not bad per se (except the middle bases), but it seems like your mapper's eye is afraid of too big. Don't be, push yourself to get comfortable working with larger distances between the two sides. | ||
FlaShFTW
United States9935 Posts
On June 26 2012 02:25 Infidler wrote: I am waiting for Flash's comment "We need a solid third here" hopefully my last map got a ok third god damn boring ass lecture wasted 2 hours of my time, then the freaking shitty campus internet connection reconnects every 30 minutes or something, so after I typed out my feedback, it redirected me and everything was lost.... arghhh so anyways. i think that the highground area is unnecessary and should be removed. I feel that the natural minerals are weirdly laid out. Try to move it more into the main, by moving the main ramp to where the highground is. now for the third kekekeekekkekeeke. get rid of the double ramp, and make the choke from the middle to the 3rd smaller. that should really help it out. middle bases, get rid of them. one XNT in the middle, not the two on the sides, or else whoever gets those has too much map control. needs more bases. suggest a more easier to take 4th in between the 3rd and the base below the main. antigua styled bases are fine too. looks good. | ||
monitor
United States2402 Posts
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Infidler
Norway49 Posts
On June 26 2012 04:03 monitor wrote: I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one. thanks for the feedback, what would be your suggested map bounds to start a map with ? feedback from you and ironman really means alot, as im your biggest fan | ||
FlaShFTW
United States9935 Posts
feedback from you and ironman really means alot yeah nothing from me i dont matter TT.TT jk | ||
Infidler
Norway49 Posts
On June 26 2012 04:14 FlaShFTW wrote: 130-140 is good for 2p maps. yeah nothing from me i dont matter TT.TT jk dont worry, i love all of you | ||
monitor
United States2402 Posts
On June 26 2012 04:07 Infidler wrote: Show nested quote + On June 26 2012 04:03 monitor wrote: I agree with Ironman that part of what is holding this map back is it's map size. I think the amount of bases is fine (I still believe 10 bases for a 2p map is okay), its just that they're really close and the distances are quite short. I would advise increasing the size of the middle/sides. But honestly that's a massive nuisance, you might just consider remaking or working on a new project. I hate saying that, but once the aesthetics are done like they are on Duotax, and the whole thing needs to be bigger, its sometimes best just to leave the map in a somewhat-decent-shape and start a new one. thanks for the feedback, what would be your suggested map bounds to start a map with ? feedback from you and ironman really means alot, as im your biggest fan Thank you! I usually start my 2p maps at 144x144, but they get smaller as I go. My most recent project ended up at 144x120, and the one before that was 144x116 (Afterglow). | ||
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