Not sure about the nat-fifth path i never really wanted to get rid of it in the first place. We shall see!
Working on making a visible overview for the moment, then shall fix the OP!
Forum Index > SC2 Maps & Custom Games |
eTcetRa
Australia822 Posts
Not sure about the nat-fifth path i never really wanted to get rid of it in the first place. We shall see! Working on making a visible overview for the moment, then shall fix the OP! | ||
EatThePath
United States3943 Posts
You could make it only passable to marines/lings/zealots or however. Did you think about this? The map doesn't need it really. Just seemed cool. | ||
SidianTheBard
United States2474 Posts
On June 28 2012 13:05 EatThePath wrote: + Show Spoiler + What do you think about a very narrow path connecting the two main high grounds: You could make it only passable to marines/lings/zealots or however. Did you think about this? The map doesn't need it really. Just seemed cool. He had it in his original map. I think too many people complained about it so he took it out. (At least I think that was the case) | ||
eTcetRa
Australia822 Posts
People said it would be better with out so I've given it a trial, and so far i found i preferred having a path there. | ||
SidianTheBard
United States2474 Posts
Ideas for ya: Picture: + Show Spoiler + First, add back in the narrow pathway you were just talking about, but make it a little bigger. Make sure the two high ground pods next to it are not pathable. Add LoSB on each entrance to it (The grey lines = LoSB) Shrink the ramp going to the middle to a double wide instead of a triple wide that it's at now (The Light Blue) Add a new pathable area behind your natural that gives some high ground coverage to the third. This will help out a lot for protoss and terran, since the 3rd is a little farther away and more open the high ground will help them defend it easier. Add a little LOSB to that new area behind the natural as well, to add some "security" to drops or sneaky play. Get rid of the d-rocks by the 3rd. Instead add more pathable high ground (The Light Green) on that side of it. I was thinking adding a ramp where one of the d-rocks is now. It would be a great play to drop some units but wouldn't be that OP since there would be a ramp to get up there. The two little high ground pods by the NE and SW bases (6ths?) I don't think are needed. They don't do much for gameplay. Also might want to think about making the d-rocks in the middle just 1 rock instead of the 2 they are now. Keep it up! | ||
IronManSC
United States2119 Posts
I can't give any criticism with an analyzer photo since I don't even know what's a flat choke and what's a ramp. | ||
Mullet_Ben
United States54 Posts
Same with the rocks on the ramps in the middle. I can't really tell from the analyzer, but they look like 2 sets of rocks, in which case they should really just be put together into one big set. If someone wants to break down those rocks offensively, splitting it into 2 parts just makes it harder to clear the ramp for an attack. | ||
eTcetRa
Australia822 Posts
On June 28 2012 15:43 IronManSC wrote: why why why can't you post an overview... i don't get why some people use analyzer-only photos >.< I can't give any criticism with an analyzer photo since I don't even know what's a flat choke and what's a ramp. Overview will be up within the next couple hours! That is a promise this time! | ||
| ||
eTcetRa
Australia822 Posts
Thanks for all the feedback guys! | ||
WniO
United States2706 Posts
| ||
SeinGalton
South Africa387 Posts
The only thing I can think of right now is that it seems a little tougher to take a fifth base, and your first four bases are always going to be in the same locations. At least that's the way it seems. But it's a minor issue especially since the layout promises some exciting and dynamic games. This map looks like a lot of fun to play, I hope to see it do well in addition to being published on EU. Really nice work. | ||
SidianTheBard
United States2474 Posts
| ||
The Final Boss
United States1839 Posts
| ||
eTcetRa
Australia822 Posts
On July 02 2012 00:13 SidianTheBard wrote: I actually think you should just get rid of the ramps in the middle that are covered by d-rocks. The more I look at it the more I don't think they are needed at all, especially with the other ramp right next to it. Also shrink the ramps pointing towards the middle by 1. It'll make that 5th a little "easier" to hold. I may yet remove the ramps with the rocks, but i don't think I will be reducing the ramp going to middle, though I might move it over a bit. | ||
IronManSC
United States2119 Posts
| ||
eTcetRa
Australia822 Posts
On July 02 2012 14:05 IronManSC wrote: It's a neat map but everything is just so spread out... With the layout as it is, would you consider it that bad of a thing for things to be a little more spread rather than clumped? | ||
OxyGenesis
United Kingdom281 Posts
| ||
Kmatt
United States1019 Posts
| ||
Timmay
United States111 Posts
| ||
| ||
StarCraft 2 StarCraft: Brood War Britney 34255 Dota 2Sea 4043 actioN 1810 Flash 582 PianO 345 BeSt 323 Soulkey 212 Pusan 180 Light 125 HiyA 104 [ Show more ] League of Legends Counter-Strike Other Games Organizations Counter-Strike Other Games StarCraft 2 StarCraft: Brood War StarCraft 2 StarCraft: Brood War
StarCraft 2 • Berry_CruncH321 StarCraft: Brood War• LUISG 25 • IndyKCrew • Laughngamez YouTube • AfreecaTV YouTube • Migwel • intothetv • Kozan • LaughNgamezSOOP Dota 2 League of Legends Other Games |
Master's Coliseum
Serral vs Cure
SHIN vs Astrea
Cure vs Astrea
Master's Coliseum
Astrea vs Serral
Serral vs SHIN
SHIN vs Cure
BSL: ProLeague
Mihu vs Zhanhun
Dewalt vs Bonyth
Wardi Open
Sparkling Tuna Cup
AfreecaTV Starcraft Tea…
Tenacious Turtle Tussle
The PondCast
OlimoLeague
|
|