On September 27 2019 22:02 Pklixian wrote:
2 main concerns:
1. the main has the same textures as the midground, which can be hard for you to quickly recognize what lvl of terrain you are on.
2. dont do small highground pods with a ramp, just... dont.
It poses problems like a tank sitting there that is untouchable by zealots and zerglings and it has a tiny choke leading to it.
Its just better as an overlord pod.
Beyond that bot left/top right looks pretty awkward and could be designed to be better, bases are bit far our for the map's size. And with that is isn't that bad, pretty alright map.
Path into the third could be larger though, and check if the natural wall is the standard 9 tiles (and able to be walled on creep).
Generally chokes look small besides the few 3x ramps (most are 2x) and I advise making them larger, the ones that are already larger than most of the ramps (exlcuding the main ramps) should be made slightly larger.
With the corner likely having a 2x ramp to be it slightly easier to fight into.
Anyways I like the map, not bad at all, just needs some touchups.
I disagree about the highground pods (and like them quite a bit). This map is big enough (too big to my mind even) that a feature like highground pods doesn't dominate the map especially considering they are placed in a central location and can be entirely avoided by the enemy if necessary. And while the pods provide a lot of safety for the tanks, almost every midgame army will have some way to deal with it.
The feature was fine on Red City (even before the existence of ravagers) apart from people dropping on it to harass your nat, and here that's not a concern.