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new concept tktkvroom and I have be throwing around. What do ya think? We still have much in store for this map (possible neutral blocks etc.)
the pic is photoshopped after a few alpha version. This is the general shape and form of my original concepts.
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Wheres the player 2 base? 3? 1?
I think trim some of those bases a bit like you mentioned. and some of those mineral placements look bad I think, especially at 7. eww, haha
Make the middle smaller I think.
He means pinched like squeezed in more, decreased.
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This is a two player map or three player map?
Trim the mains, and the middle is too tight...imba against Z and P against T, and for P against Z.
I would shrink the size of the middle plateau thing. That's hurting the center.
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the gas at 2 and min placement isn't very good, it seems crammed there it will probably be impossible to have a good cc placement.
You should surround the middle expo with ridges, not ones that tanks can get on but to give more room to move around and stuff instead of a plateau. Might look cooler too. And maybe keep that merry go round feel.
Edit: have the middle ridges with critters on them circling around the expo that you have to kill to be able to get a tank or lurker on. Try that. It would be interesting to see a critter you'd HAVE to kill to score a quick positional advantage. And lurker eggs to block the entrances by ground.
There are always animals on merry go round rides so why not have animals be a part of the map?
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starting positions are 1, 5, and 9.
Mineral lines are copy pasted in photoshop since my PC is down and I've been communicating with other mappers via AIM. So all mineral line shapes are definitely subject to change.
I didnt want to show off what we thought to be our main concept but I will now. To insure that areas of the map will be cut off from certain positions - allowing limited movement early. I originally wanted the (3)Outsider concept - positions being available at the edges of the map that would promote safe expanding. The trench is only a sub passage (by concept).
So in order to close off some areas we are going to use a new *Arb.Egg* block. Yet to test it correctly (pathing) but we would place around 4 Zerg Eggs and a Arbiter to cloak them making it impossible in early game to access the top platform and get to the outside high ground expos (for example the nat/ramp at 10/11)
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how about, (3)Trench-Go-Round(n).scm?
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Don't take pictures with the grid on. It looks really ugly.
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I don't understand the "new concept." And to NastyMarine, if you zoom in, you see a tiny grid, and it makes it all gritty.
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Belgium6755 Posts
..dude its a concept image who cares what it looks like
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(3)Triple Bypass Surgical Strike
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way too long
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