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Dead Man's Bridge
Map is published on the North American, European and Korean servers. It can be found under the name "Dead Man's Bridge"
Please note : I replaced the water with orange-ish fog but for some reasons the fog won't show in the overview picture. Also look at the close ups to see how it really looks in game.
Features :
-Size 164x146 -1 XNT -18 normal bases -Lotv's mar sara tileset
Close ups : + Show Spoiler +Main base :In game view : Editor view : Natural : In game view : Editor view : Third Base :In game view : Editor view : Fourth Base : In game view : Editor view : Middle : In game view Editor view : Other :In game view : Editor view :
Previous version : + Show Spoiler +
I think it's the first map i've published since expedition lost more than a year ago. Two more maps to be published this week (if the lazyness goes away) As always, comments and feedbacks appreciated.
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nice, can i have some closeups of the texturework pls?
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Is it me or is the bloom turned up a little much?
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as mentioned in PM, the map is pretty cool, only thing that really worries me is what looks like a short 3rd to 3rd distance
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On December 08 2015 01:40 Avexyli wrote: Is it me or is the bloom turned up a little much? I agree, looks too bright.
Nice layout though, it's a bit straightforward but it looks good.
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I approve of the many choke points on it. I want to see more chokepoint maps in lotv.
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On December 08 2015 03:34 CrazyBread92 wrote: I approve of the many choke points on it. I want to see more chokepoint maps in lotv.
Normally I would hate to see a chokey map, since I play zerg. But with the new options zerg has, I don't think they'd pose too many problems. Lurkers, anyone?
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does that xelnaga in the middle actually cover the 2nd ring starting from center?
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i love contrasts between chokes and open spaces, so i think it would be interesting if you removed the small holes in the terrain and split the bridge in front of the 3rd into 2 smaller ones, like this:
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I think the natural being completely safe except from the 3rd is very suiting to LotV, and I also love the choke points. I think a major reason why terran is struggling so much is because the launch maps generally do not have strong chokes, but now the fights are generally smaller and zerg isn't nearly as screwed in a choke as before. They even like them! So yeah chokes everywhere, chokes for breakfast
Great map would want to see played with pros
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I like this map, if you could just tone down the brightness it would be very good
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I imagine the map is going for the "kill the watchers" cartoony look with that lighting. Not sure it works quite as well here but I still think the aesthetics look pretty good.
Nice solid layout, if a bit boring. Probably one of the easiest maps so far to get 4 or 5 bases unless you get horizontal spawns. I don't mean that as a negative comment really, just something I noticed. It's probably good to have variety in easiness of bases between maps.
I would've liked to see something a little more imaginative out of the XNT placement, but I suppose it does its job.
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Id like 2 see some gold expos in the middle
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Aotearoa39261 Posts
On December 08 2015 05:37 -NegativeZero- wrote:i love contrasts between chokes and open spaces, so i think it would be interesting if you removed the small holes in the terrain and split the bridge in front of the 3rd into 2 smaller ones, like this: Agreed. Looks like a solid map.
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I think that the watch tower would be good if they are on the top/bottom of the center not the Middle of the map.
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Thanks for all the positive feedbacks. I'll discuss all the changes you have suggested with my map advisor working for blizzard and will make the changes if he greenlights them. The map is really standard so I'm not against making it a bit less standard.
I'll tone down the brightness for sure though. Given the amount of love you've given to the choke points, I think you'll like the next map.
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This is the kind of map I want to see on the ladder. A map that makes fighting for ground position more important than slamming units against each other in the middle of the map. Sensational work!
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On December 09 2015 03:55 halomonian wrote: This is the kind of map I want to see on the ladder. A map that makes fighting for ground position more important than slamming units against each other in the middle of the map. Sensational work!
Couldn't agree more. Maps like this might just make me get back into (read: buy) this game.
Also, I'm not sure why, but this map reminds me of that 8 player BW map Primeval Isles. Must be the desert aesthetic.
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Despite seeming like a very basic layout, it accomplishes everything it's supposed to. You really nailed the right amount of chokes on the map and made sure to have plenty of attack paths as well.
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