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On September 11 2015 05:49 Uvantak wrote: I love the map etcetra, it is pretty cool the system you set up to use the space around the main bases that otherwise would go to waste while allowing for 3rd bases to be slightly easier to hold, I'm still concerned about pushes across the tight choke, specially with terrain control units, or timing attacks. Maybe add a set of collapsible rocks on the choked pathways? It would make harass weaker but it may help under other situations that I spoke about.
Regarding the aesthetics it looks simply gorgeous, but my biggest grief is that the map is not clear and visible enough from the overview, and I fear that if the map gets to ladder the aesthetics will be changed just like Yeonsu was ;_; My thoughts too. Also, nat2nat? Seems like it might be a little aggressively short.
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Currently at work but when get home I'll edit this post and OP with rush distances and some close ups of the back doors with pylons etc.
Uvantak, I did play around with collapsible rocks in those pathways but decided against it for some reason I cannot remember. I'll play around with re idea again and post some images.
Thanks for the feedback everyone. This is my last map until lotv release, maybe a short while afterward.
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N2N close positions does look pretty dicey. If you change it to cross only then the XNT is probably too powerful, yet necessary to have vision of the straight shot from nat to nat. Maybe change it to a 2p and then put 1 XNT on either side of the platform instead of in the middle of it. Although if the main attraction of the map was close positions then ignore this paragraph.
Interesting concept, in its execution and simplicity, I like the idea of collapsible rocks here. I think it might actually be the most interesting to put a pair of them at the NAT choke instead of other places. Opens up all sorts of weird shenanigans and sort of addresses the nat2nat thing.
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I love the idea of having collapsible rocks at the nat choke, but that would make this map almost arkenoid levels of weird. Perfect opportunity for it though, imo. I'll steal that idea if you don't XD
40 isn't too bad actually. Though it's compounded by the fact that the 3rd is pretty close too (even if you go "away") and basically controlled by the nat choke and immediate area. You can break main rocks and have a line to your 3rd that way but the attacker vs defender walk distance is absurdly favored. I assume this map would play super aggressive for it's first few months of pro play but it might settle into some really cool stuff eventually.
Not really any actionable observations here just my thoughts.
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On September 12 2015 03:51 EatThePath wrote: I love the idea of having collapsible rocks at the nat choke, but that would make this map almost arkenoid levels of weird. Perfect opportunity for it though, imo.
That's an interesting idea, and I've thought about a few variations from it. Might make a couple mock ups and see how it looks anyway!
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something i just thought of: you should change the orientation of 2 of the natural mineral lines so that the map is reflectionally symmetrical, so players in close spawns share the same vulnerability to the resources at the nat.
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Something like this?
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Thats what I was going for. Thanks! :D
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On September 07 2015 01:25 Avexyli wrote: Oh cool this map is finished.
It looks really nice up close, but the 90 degree overview makes the textures blend a little much.
Perhaps the Haven Dirt texture could be replaced with a darker, contrasting texture?
The overview is literally a non-issue here. Just goes to show how many people open a thread and judge a map solely by it's overview.
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New nat setup looks cool. Hope this map stays in the running for.. whatevers comin.
When did cat shit get so pretty?
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