This map started off as an aesthetic experiment, hence the extensive amount of aesthetic detail. I suspect the graphical performance might not be great, so I do plan on creating a lighter version that will use significantly less doodads. As of current, this map has about 3.6k doodads.
Concept wise, I looked to keep things pretty standard. I did not want to promote passive play whatsoever, so I offered several attack paths, a third vulnerable to harass, and a narrow map width that forces late game players to expand toward one another. These features should promote more aggressive play styles over passive play, thus leading to more faster paced and action packed games....hopefully.
Korhal Platform Panels Small Dark Skygeirr Platform Grid Medium Castanar Small Tiles Skygeirr Lab Inner Grid Medium Skygeirr Lab Inner Grid Small Umoja Grid Small
This map looks amazing! The amount of doodads and details are huge. It might lag a bit though, but still, great job. I think it might be a bit too hard to get a third base, but other than that, really cool in my opinion.
On February 06 2015 16:25 LComteVarauG wrote: This map looks amazing! The amount of doodads and details are huge. It might lag a bit though, but still, great job. I think it might be a bit too hard to get a third base, but other than that, really cool in my opinion.
I think the 3rd is significantly easier than it looks - the nat points directly at it, so the distance from nat choke to 3rd seems very normal/reasonable to me, about the same as Overgrowth maybe. It's a very interesting setup.
All in all this is one of the most solid maps I've seen in a long time, both in layout and decoration. The 4th seems a little close to the 3rd, but with the cliff vulnerability that's probably ok.
The map is really nice. Although all my instincts are telling me that the high ground should be lighter in color than the low ground every time I look at the map I get them confused and have to work it out.
On February 06 2015 18:45 Plexa wrote: The map is really nice. Although all my instincts are telling me that the high ground should be lighter in color than the low ground every time I look at the map I get them confused and have to work it out.
I had the same reaction d: The map very cool though, in both layout and aesthetics.
Digging these aesthetics. I agree the 3rd is easy to take. Not necessarily easy to defend as the game goes on. However, the 4th base covers the 3rd pretty well. I actually see this as being a fairly standard macro map for that reason. A little worried about zerg because you're forced to expand towards. But the distances are good. And most important looks fun to play! Nice one.
Surprised nobody has mentioned Blink or Elevator plays from the forward 3rd into the main. That seems like it would be extremely scary especially if you put a low ground tank by the forward 3rd gas, it'd be able to shell from across the gap, covering the ramp.
Could a sentry actually FF off the main ramp from that forward third as well, it looks like it.
I also think you should move the 6th bases (the ones at 3 & 9 o clock) closer to their respective sides of the map. For instance, the 9 o clock base would move south, possibly closer to the LoSB and the 3 o clock would move north. Right now, those are strictly 6th bases because of how far out of the way you'd have to move yourself to defend if you took it. If you moved it closer to the LoSB on their respective sides, you then would have it be an option to take it as a 4th, 5th or 6th base.
Either way, awesome tileset, awesome map, awesome timetwister! gj!
On February 07 2015 02:49 SidianTheBard wrote: Could a sentry actually FF off the main ramp from that forward third as well, it looks like it.
Oops. The published version now has that issue fixed. I'll update the thread with the details of that change, among other changes, in the next day or two.
I feel like the center high ground pods could have been designed a bit more efficiently to promote expanding up there as a third as well. Visualizing both players taking their 3rd and 4th on the high ground looks like some potentially cool games.
On February 07 2015 10:57 JaredStarr wrote: I feel like the center high ground pods could have been designed a bit more efficiently to promote expanding up there as a third as well. Visualizing both players taking their 3rd and 4th on the high ground looks like some potentially cool games.
This comment seriously confuses me. The thirds are the high ground thirds. What other base could possibly be the third? All the other bases are either too far or super open.
Is there anyway you can make the Red outline as well as the...light red/orangish on the ramps a little more dim? When actually playing on the map everything is just so dark besides those things, it's a little stressful on the eyes imo.