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United States9936 Posts
<3 u bro. we already talked about this map so nothing im gonna say on this. Remember to PM plexa on this map :D
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I am still up for improvements guys!
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your Country52797 Posts
4 gate looks pretty hard to defend PvP, you can just warp into his main from outside can't you? Otherwise it's fine. Maybe 5 base is too difficult.
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On July 16 2012 09:46 TehTemplar wrote: 4 gate looks pretty hard to defend PvP, you can just warp into his main from outside can't you? Otherwise it's fine. Maybe 5 base is too difficult.
have not tested that, but there are gaps and trees there, so i do not believe it will be too easy. im not even sure if you can warp 2 highrounds up, how nooby of me :D
EDIT; testing right now, thanks for comment! EDIT; it was possible, going to change it if it is a big problem.
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your Country52797 Posts
On July 16 2012 09:49 Infidler wrote:Show nested quote +On July 16 2012 09:46 TehTemplar wrote: 4 gate looks pretty hard to defend PvP, you can just warp into his main from outside can't you? Otherwise it's fine. Maybe 5 base is too difficult. have not tested that, but there are gaps and trees there, so i do not believe it will be too easy. im not even sure if you can warp 2 highrounds up, how nooby of me :D EDIT; testing right now, thanks for comment! EDIT; it was possible, going to change it if it is a big problem. I meant from nat area to the main base (near choke)
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The symmetry in the center somehow got messed up - all of the ramps are different sizes. The bases in the center should be moved away from the center somehow. Right now a player with control over the center can deny all 4 expansions.
Also, are the main chokes blockable by 1 forcefield?
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If you want to do a flat main choke, there are a few things you can do to make it so PvP is more playable.
For the first method, you must have that choke be 1ff wide. This of course results in super easy walling off the main, which is quite problematic. To fix this, just use los blockers to stop a single 3x3 building from walling off the choke. If possible, make it so that only a normal wall off (2 depots, 1 rax) would be possible. Do this to both sides, as you don't want to bring back the 2 pylon ramp block....or worse. Where this will make the flat choke less problematic, it is still quite problematic since you lose the semi-defenders advantage. In other words, its hard to ff your choke if you can't see your opponent coming through it.
Another method you could do is to actually widen the choke to be 2 depot and 1 rax wide, but then have a 3x ramp at the nat with rocks on it, so that a single ff can block the ramp up to the nat. Now, this of course has it's problems as well since it makes the nat super easy to take, and contributes to the 3 base cap problem. To kind of offset this you could make the third a half base, but not sure if that would suite this map quite well since the fourths are kinda hard to take.
Nevertheless, this is if you'd like to go through with the flat choke idea. For this map I would actually put the third on the same level as the nat, then just raise the main and give it a normal ramp. I think this solution fits this map the best considering the design and concept behind the third and fourth.
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On July 16 2012 10:33 Timetwister22 wrote: If you want to do a flat main choke, there are a few things you can do to make it so PvP is more playable.
For the first method, you must have that choke be 1ff wide. This of course results in super easy walling off the main, which is quite problematic. To fix this, just use los blockers to stop a single 3x3 building from walling off the choke. If possible, make it so that only a normal wall off (2 depots, 1 rax) would be possible. Do this to both sides, as you don't want to bring back the 2 pylon ramp block....or worse. Where this will make the flat choke less problematic, it is still quite problematic since you lose the semi-defenders advantage. In other words, its hard to ff your choke if you can't see your opponent coming through it.
Another method you could do is to actually widen the choke to be 2 depot and 1 rax wide, but then have a 3x ramp at the nat with rocks on it, so that a single ff can block the ramp up to the nat. Now, this of course has it's problems as well since it makes the nat super easy to take, and contributes to the 3 base cap problem. To kind of offset this you could make the third a half base, but not sure if that would suite this map quite well since the fourths are kinda hard to take.
Nevertheless, this is if you'd like to go through with the flat choke idea. For this map I would actually put the third on the same level as the nat, then just raise the main and give it a normal ramp. I think this solution fits this map the best considering the design and concept behind the third and fourth.
Thanks for your feedback
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You gotta change the centre, if you control the middle you control like every single path :\
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