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3D Overview + Show Spoiler +
I'm gonna hand out a lotta love to any feedback I can get for this map. I want to eventually design something that is played competitively at the highest level. Hopefully this is a stepping stone to that.
Analyzer Data Influences + Show Spoiler + Openness + Show Spoiler + Shortest Paths + Show Spoiler + Shortest Paths (Nats) + Show Spoiler + Bases + Show Spoiler + Summary + Show Spoiler +
Features (in theory...): - a range of attacking options through the middle (raised platforms, flanks, LOS blocking) - quad, (almost) equidistance golds - much shorter rush distance for cliff hopping units - rush distance and resource layout encourages longer, more epic games - progressively less gas in 3rd/4th expansions - LOS-blocked area in mains
Changes + Show Spoiler + 1.1 - renamed map from "Veil" to "Gold Rush" - added 2nd gas in 3rd expansion - added destructable rocks at gold to prevent liftoff at start - increased size of nat/gold chokes
1.2 - removed rocks at far gold expansions - some aesthetic changes
1.3 - made map melee by default - removed middle minerals
Screenshots! + Show Spoiler +Mid + Show Spoiler +Main and nat + Show Spoiler +Bottom gold expansions + Show Spoiler +Valley of death
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Looks intresting, but isn't it quite easy to get both gold expansions at the same time?. Seems like when you have one defended the other one is too.
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why would you discourage expanding by taking away the gas? games are generally gas, not mineral, limited.
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yep. dont cut gas. looks good so far. maybe little more openess couldnt be wrong especially at the gold expos, if there are two golds so near you gotta give more opportunities to attack imo.
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On July 06 2010 19:48 iamJason wrote:
I'm starting to think I should have named the map "Gold Rush" instead of Veil, which is almost entirely arbitrary.
Hum... a gold rush map would be something like a main base with few minerals, and lots of gold in the middle, so the players are forced to rush to the gold or they'll be left with no mineral patches, thus gold rushing. Just saying
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it looks real nice thats for sure, i would play it
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Nice map. Looks well made and fun to play..
The only thing I can think of that needs fixing is that the two gold expos on the edge of the map seem extremely easy to hold. I would suggest moving the ramps a bit closer to center. Right now it looks very dangerous to move all the way around to attack the expansion.
Other possible issues may be what majloon said and perhaps you could make the center a bit more open. But I wouldn't fix these before I got some games played on the map.
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I don't think that taking the two middle vertical expos is something anyone would ever do. They seem pretty much impossible to hold, so they are kinda pointless in my opinion.
Other than that, very nice looking map, and I approve of the "Gold Rush" alternate name for your map!
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The choke into the natural is way too thin, a zerg player would be at a disatvantage even though hes defending.
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to many gold expansions, and to little gas imo, otherwise it looks funky and cool to play on. Like the terrain and layout otherwise, n1
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is that two entrances to the main? Or am i looking at this really wrong?
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The two gold expansion are interesting. I wonder if you would consider making them less defendable by making the chokes wider. Also, if you want to take away gas, it should be from the easier-to-defend gold expo so there is a strategic decision making process in which one to take first.
I love the shape of the map and being a zerg player, I love the easy to defend nat. Can that be blocked off with one 3x3 building? Also love that the cliff jumping units have a cliff to get through. Excellent.
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Keep it how it is, there's no maps that has 1 gas expo's so you can't down it until you try it What I was looking for in a map , also nice texturing (I always loved the way blistering sands was textured)
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Really really impressive map. People will ofcourse though tell you that there are too many golds / complain about whatever is in the middle.
But actually including some thought process into commenting I'd say that late game it may be easy to camp outside the two gold mineral double choke, but that would leave your main / nat and all your tech bare and vulnerable.
Taking the middle expos would be far from "pointless", as it's the main area your army will probably end up, taking both of them, yes that would be hard to defend. But it's a nice feature and makes the map different.
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3rd needs a second geyser, as said, then ill +1 it, or swap the third and 4th, make the 4th have geysers and make the third have 0 if you tsill want to limit gas. If anything remove the gas at the gold behind the main. Terran insta win o_o lifting up looks SUPER strong there.
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The map looks awesome, but I suggest that you put destructable rocks at the golds to prevent lifting from start, since the distance is so short. Good job on the map! :D
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Could you run it through the map analyzer if you get it to work? I'm interested in openness and cliff-walk rush distances.
It looks interesting. Did you start from Blistering Sands? Map size/shape, textures and high-ground placement seems to be almost identical... What normally bugs me most is bad (read NO) use of textures but yours is pleasing to the eye...
As for balance, rush distances from cliff to cliff seem close. I would expect reaper openings. Or Main looks big compared to the middle ground of the map. Siege tanks can leapfrog from high ground to highground and contain hard... The placement of those combined with the cliffs makes me assume you play Terran
I like the double gas expansions. The one below the opponents main seems very hard to hold. The 1 gas expansion is a nice idea, but I never really likd mineral-only expansions to begin with. Must be a Zerg thing...
ninja-EDIT: Link for reference: http://www.sc2mapster.com/assets/sc2-map-analyzer/
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On July 06 2010 20:56 Phayze wrote: Terran insta win o_o lifting up looks SUPER strong there.
This. Terrans can just lift to the gold and then expand to the other gold super safely.
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its looks great but i think terran will abuse the close high-yields by lifting off at the start. edit: got beat it to it.. but anyway destructible rocks solves that.
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It kinda looks like there are far too many chokes and narrow spaces in general. I'd get claustrophobia playing this map, especially if I were Zerg.
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