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Hi guys, it's been a while. I just recently bought HoTS and quickly found myself toying with the editor, that symetry tool is really cool. So there is a new map :
Zerus Fever by Fen
+ Show Spoiler [Analyzer] +
+ Show Spoiler [Older versions] ++ Show Spoiler [Changelog] +v0.3 : - Slightly moved mains closer to naturals, changing travel distance main to main from 185 (66s) to 179 (63s) - Moved the top left base closer to the center - Moved the two potential thirds a few cells closer to the naturals - Added some trees and plants here and there
+ Show Spoiler [v0.2] +
+ Show Spoiler [Aesthetics] +
2 players map Playable : 148x148 14 bases (8min 2 gas) Travel time (worker) : - main to main : 179 (63s) - nat to nat : 135 (48s)
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Russian Federation4295 Posts
Can you try sunset and night day-time on this map?
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Sup fen
I like the lower right bits of the map, but the rest of it shows the main problem the map has - it's too big. A smaller map with similar elements would probably look a lot better.
Pretty, though. Welcome to HotS :D
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United States9669 Posts
i agree with sunshine. map is a bit too big and could use a smaller setting. after that ill give more input.
also jesus christ i havent done this in so long TT.TT
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sup flash
Generally I agree with the map size complaint but it kind of works here. With how the distances [appear to] work out, I actually like that the 3rd bases are a little further than usual and with some open space on the way there. Nevertheless it wouldn't do any harm to reorganize the main/nat a little and trim some off the left and top edges. Bring the nat choke closer to the 3rd options, possibly tuck the 3rds slightly differently. And this would allow you to move the top left corner base in a bit. It's kind of just hanging off to the side.
I really like the cliff above the middle base, gives great tension for top/bottom army positioning but it's not too far if you are caught totally off-guard.
This looks like a BW map in some ways to me, and it reminds of Odd-Eye a bit as well. Doubleplusgood.
How do you feel about adding a small ramp here, and scooting the rocks to also block it? + Show Spoiler +
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On September 20 2013 22:32 Existor wrote: Can you try sunset and night day-time on this map? Do you mean cycling through day and night ? I tried that a long time ago on some of my early maps and players complained a lot about it, it was cool to watch but disturbing when you play.
On September 21 2013 12:29 EatThePath wrote:How do you feel about adding a small ramp here, and scooting the rocks to also block it? + Show Spoiler + I don't really see the point, small ramps in the middle are usually bad, before the rocks are destroyed it would be useless, and after it still would be quite useless since the big ramp toward the center is really close, it would only make the center bases a bit more difficult to defend by positioning tanks/colossi on this highground, and those bases are already quite vulnerable.
Thanks for feedbacks, I already made some small changes, moved main and thirds a bit closer to naturals, and moved the top-left corner closer to the center.
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Russian Federation4295 Posts
Do you mean cycling through day and night ? I tried that a long time ago on some of my early maps and players complained a lot about it, it was cool to watch but disturbing when you play. Not cycling, just different lighting from standard Zerus one. We haven't seen much night on Zerus, or sunset. All Zerus maps are day-time.
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On September 21 2013 19:28 fenX wrote:I don't really see the point, small ramps in the middle are usually bad, before the rocks are destroyed it would be useless, and after it still would be quite useless since the big ramp toward the center is really close, it would only make the center bases a bit more difficult to defend by positioning tanks/colossi on this highground, and those bases are already quite vulnerable. I was thinking about making the highground/tower less secure for a defender camping there. You can protect all 3 of those bases from right nearby the tower. I guess the idea was mostly to provide an easy way to scout with a ling or marine or zealot onto the highground to check the enemy position, and also a good way to do flanks with some lings/banelings/an HT etc. while you are pushing one of the big ramps.
It's true that the cliff base is pretty vulnerable, but it's much easier for certain matchups to deflect harass there, like TvZ 1-2 tanks and a PF denies any ridge harass except maybe careful fungals on scvs.
Just a thought anyway.
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I find it quite good to have a non-gold in the center that you can actually defend and take as a 4th, I anticipate terrans to take their 4rth with a PF in the middle, protoss expand toward the south-east corner and zergs expand toward the north west corner, wich could also lead to interesting things in mirrors matchups.
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United States9669 Posts
On September 21 2013 12:29 EatThePath wrote:sup flash Generally I agree with the map size complaint but it kind of works here. With how the distances [appear to] work out, I actually like that the 3rd bases are a little further than usual and with some open space on the way there. Nevertheless it wouldn't do any harm to reorganize the main/nat a little and trim some off the left and top edges. Bring the nat choke closer to the 3rd options, possibly tuck the 3rds slightly differently. And this would allow you to move the top left corner base in a bit. It's kind of just hanging off to the side. I really like the cliff above the middle base, gives great tension for top/bottom army positioning but it's not too far if you are caught totally off-guard. This looks like a BW map in some ways to me, and it reminds of Odd-Eye a bit as well. Doubleplusgood. How do you feel about adding a small ramp here, and scooting the rocks to also block it? + Show Spoiler + you're right, in a sense it does look like odd-eye
yeah, thats one of the problems i had with this map. 3rd are awkwardly far away. so if he made the map smaller, the 3rds would naturally shrink closer, making them better. its a pretty big map just for a 2 spawn map which is why most of us think this way. if it were a 4 person, the map size may not be criticized as much.
and thanks for the welcome back. still rusty but i hope to start posting more. been a while kinda went into retirement.
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