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Overview
Officially uploaded to [SEA] [NA] [EU] [KR]
Officially uploaded to [SEA] [NA] [EU] [KR]
Map Details Name AE Viper Pit Version 1.0 (28/10/2013) Bounds 134x146 Bases 12 Normal Yield Rush Distances 62 seconds (main) Rush Distances 44 seconds (natural)
Eye Candy
Change Log v1.1 Middle opened up. Pathing at rocks fixed. Minor doodad work.
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This is a really sick map!
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United Kingdom12021 Posts
For a name like this you're really missing Neutral blinding clouds :p
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This is some very high quality maps ... i really love your minimalistic style
Wish this and Graveside will get into top7 of RedBull tlmc :D
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Hmm that 3rd looks extremely safe. Will lead to a very passive early game imo. Apart from that it looks fairly standard.
I think you should use more doodads since you are so good with them.
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On October 29 2013 00:09 Aunvilgod wrote: I think you should use more doodads since you are so good with them.
No. This map is the polar oposite: it shows that a nice high quality map with full aesthetics can be done with a reasonable amount of doodads. That's what mapmakers need to learn, so that the game stays playable on slow hardware. With a couple of recent patches, it got significantly slower on many setups, so this is now again a strong concern, even though there were 3 years of HW growth since launch (and thus at some stage it looked like it is gonna run on everything smoothly).
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really like this.
only comment is to open up the middle a bit more, is a bit chokey.
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On October 29 2013 00:29 opisska wrote:Show nested quote +On October 29 2013 00:09 Aunvilgod wrote: I think you should use more doodads since you are so good with them. No. This map is the polar oposite: it shows that a nice high quality map with full aesthetics can be done with a reasonable amount of doodads. That's what mapmakers need to learn, so that the game stays playable on slow hardware. With a couple of recent patches, it got significantly slower on many setups, so this is now again a strong concern, even though there were 3 years of HW growth since launch (and thus at some stage it looked like it is gonna run on everything smoothly).
I don't think there are any problems on reasonably old hardware. The amount of players playing on such old hardware that it can't handle this game should be diminishing. But electra not using many doodads just feels like a waste of talent.
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This map makes overlords happy! <3
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Nice job again eTcetRa. Like the layout as well as the aesthetics. Good luck in the map contest.
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Really cool map, but 3 bases seems far too easy with no real way to punish it without blind all in choice. I wish the lowground clump of doodad rocks was destructible rocks instead so there were 3 ways into the nat/3rd areas. Also the 3rd CC location is very choked = easy to attack with forcefield based armies.
Should make interesting games nonetheless, the routes are great.
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Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it!
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^ that looks like a doodad footprint issue
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Nice map, I like the third layout. It's safer early game, but if those rocks go down early, players can be really aggressive. It's well designed.
I would open the middle up a bit, I think it is too choked.
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On October 29 2013 05:33 ObviousOne wrote:Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it!
Oh dear looks like I placed a pathing blocker wrong! Shall fix when I update the middle!
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On October 29 2013 09:19 eTcetRa wrote:Show nested quote +On October 29 2013 05:33 ObviousOne wrote:Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it! Oh dear looks like I placed a pathing blocker wrong! Shall fix when I update the middle! lol, Obvious
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On October 29 2013 09:31 NewSunshine wrote:Show nested quote +On October 29 2013 09:19 eTcetRa wrote:On October 29 2013 05:33 ObviousOne wrote:Found an issue with the rocks outside the third(?) at the 7 o'clock position. It seems units can pass right through it! Oh dear looks like I placed a pathing blocker wrong! Shall fix when I update the middle! lol, Obvious my work here is done!
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Okay fixed that issue and opened the middle up just a little
v1.1 Middle opened up. Pathing at rocks fixed. Minor doodad work.
Before: + Show Spoiler +
After: + Show Spoiler +
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I really would much preferred this map to be in TLMC. The layout isnt as confusing as graveside, the baseflow is much more natural, and all in all is generally better for army movement.
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^ Those are exactly the opposite reasons why I like graveside better, much more interesting map imo.
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