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Do those collapsible rocks block a town hall or just form a semi-wall? My guess is they form a wall, but I can't tell for sure from the pictures. Either way, I'd be interested in the reasoning behind them.
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It does block the town hall. You can have a close third base, that is blockable by the rock tower, or you can have a farther third with no such block.
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Ah okay. Looks really obvious in hindsight . It kind of presents the same options/gameplay that the collapsible tower on the Sol Dios island base did, but in a spot that's far more likely to actually see use.
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That small path in the center makes me so moist ♥_♥
But regarding the map itself i'm worried about the siege-able nat, but i'm more worried about cannon rushes, the third base also looks to have a place where cannons can be set up, it is not the biggest of issues but i feel it is worth mentioning.
As far as blink goes, the map should be fine, it is in the more exposed side of maps but it is fine.*
For mech play and toss the map may be similar to Foxtrot regarding the spacing of the choke points and the amount of open area between each ramp/choke point to the next making it hard for zerg players. This applies more when talking about immo all ins to both third bases, where they are very hard to defend, but that's far from final and it would require quite a bit of testing.
Almost forgot! i love those small pockets of terrain you did where players can hide pylons/units/stargates ^^
//edit, after a couple test games i feel blink all ins could be problematic, the main base is more exposed than i thought first, also regarding the spacing the map looks much better ingame, the wide areas between the choke points should do the trick nicely, so np there :b
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Lot of cool things about this map. I especially like the 5th/6th bases.
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United States9935 Posts
i think the double ramp leading to the farther away third base shouldn't be there. if the aggressor goes for a timing push on the 3rd and manages to begin pushing you back, it's very difficult to reinforce up the ramp to try to hold.
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I really like this map :D
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I guess if Blink is an issue I can trim a bit off the edge of the main base, but it doesn't seem that exposed to me. Not a big deal either way, though.
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lefix pointed out a misplaced geyser at the low third base, so along with fixing that I'm rolling out a change that includes trimming the main base a bit - see version 1.1 in changelog
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