Really pretty! The reddish trees and gold fountains are a nice touch of contrast.
I like the layout to some degree, although I think it would make more sense if all the lowgrounds were the middle level height and most of the middle level height stuff was lowground (the nat would obviously stay the same height).
I feel like you're almost forced to take the base that hugs your main as a 3rd because if you take the horizontal base you spread out so much wider, have a ton more paths to defend and takes forever for your army to swing from your natural to the third, unless you park your army so close to the center of the map which is very risky.
Now, after you take the 3rd that hugs your main what do you do as a 4th? Taking the 4th bases at 3 & 9 are awkward to take after because you then have to push forward, go up the ramp, then angle back to the edges. Or, then you take the horizontal 3rd but then it's back to the same problem of spreading yourself out so thin.
I believe you really need to change the flow of the map to make the 3 & 9 bases easier to take as 4ths if you take the 3rd that hugs your main AND you need to make the horizontal 3rds easier to take as 3rds.
Keep up the great work Ironman! Glad you're back and bringing in a ton of new maps.
Love the look of the map, I didn't see the ending of the map being created and I can say that the touch of orange and different colors make the map pop. Some day I hope that I can make my maps this polished and this stunning to look at.
On June 21 2017 13:59 Youngrustler wrote: Love the look of the map, I didn't see the ending of the map being created and I can say that the touch of orange and different colors make the map pop. Some day I hope that I can make my maps this polished and this stunning to look at.
Give it time. Bear in mind I've been making maps since the game came out, and up until a few months ago I didn't really put a ton of emphasis on aesthetics. Taking a long break was something that helped me recharge I suppose, because since being back I've been my map production has been bigger. But if I have any advice on how to advance yourself, just put in the time and patience.
On June 21 2017 09:21 SidianTheBard wrote: I feel like you're almost forced to take the base that hugs your main as a 3rd because if you take the horizontal base you spread out so much wider, have a ton more paths to defend and takes forever for your army to swing from your natural to the third, unless you park your army so close to the center of the map which is very risky.
Now, after you take the 3rd that hugs your main what do you do as a 4th? Taking the 4th bases at 3 & 9 are awkward to take after because you then have to push forward, go up the ramp, then angle back to the edges. Or, then you take the horizontal 3rd but then it's back to the same problem of spreading yourself out so thin.
I believe you really need to change the flow of the map to make the 3 & 9 bases easier to take as 4ths if you take the 3rd that hugs your main AND you need to make the horizontal 3rds easier to take as 3rds.
Keep up the great work Ironman! Glad you're back and bringing in a ton of new maps.
The watch towers are your answer. The purpose for some of these base layouts is to make them able to be defended. If it's a straight, open shot to your opponent, then it will a base trade.
Artana made the top 16 finalists for TeamLiquid Map Contest #10. Over the course of the next month, it was played on in the map testing tournament. After much received feedback from a judge and the games that were played, I entered the reiteration phase of the contest with some confident adjustments to the map to make it better overall. Without further ado, the changes are listed below.
change log: -Slightly increased the size of the main bases.
-The rocks in the natural base (to help with wall-off) was fixed.
-Increased the proportions of the 9 and 3 o'clock bases. Most concerns centered around these bases being very chokey later in the game and gave Zerg a hard time attacking and defending.
-Increased openness in various parts of the map, particularly around the watch towers and outside the natural bases.
-Decreased the amount of LOSB. Winterstarcraft didn't like that you could hide a thor in them.
-Reaper cliffs added to the mains.
-Regarding the linear thirds on lowground, the highground plateau base nearby had its ramp pushed back 2 hexes to keep siege units from being too overpowered from attacking down into the third base. In doing this, the openness around the third base was also increased.
-Previously there were only 2 highground cliffs for overlords. Now there are a total of 8.
-Several mineral lines were re-configured to allow smoother mineral gathering.
-Pathing was fixed in numerous places, and some doodads were floating in the water. These were fixed.
-Map bounds were increased to correct any in-game camera issues.
When voting phase comes around, please vote pl0x. nex ludderz mup INcombing.
On June 21 2017 09:21 SidianTheBard wrote: I feel like you're almost forced to take the base that hugs your main as a 3rd because if you take the horizontal base you spread out so much wider, have a ton more paths to defend and takes forever for your army to swing from your natural to the third, unless you park your army so close to the center of the map which is very risky.
Now, after you take the 3rd that hugs your main what do you do as a 4th? Taking the 4th bases at 3 & 9 are awkward to take after because you then have to push forward, go up the ramp, then angle back to the edges. Or, then you take the horizontal 3rd but then it's back to the same problem of spreading yourself out so thin.
I believe you really need to change the flow of the map to make the 3 & 9 bases easier to take as 4ths if you take the 3rd that hugs your main AND you need to make the horizontal 3rds easier to take as 3rds.
Keep up the great work Ironman! Glad you're back and bringing in a ton of new maps.
The map LOOKS amazing! I hope we get to play on it in some ladder pool. Great work!