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You find yourself in the abandoned sand wastes of Mar Sara. You do not remember how or why, but one thing is certain: You are not alone.
HQ Image 2048x2048
LQ Overview
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Specifications:
2 Spawnlocations (11o clock and 5o clock)
12 mineral bases -main has 8 patches -natural has 8 patches -expansions have 8 patches
00 gold bases
02 Xel'naga Towers
Size: 128x128
Notes:
The Xel'Nagas provide vision over the three closest ramps to them, but not to the farther ones.
Takes 1 creep tumor to connect main to natural.
Feedback is always appreciated.
You can catch me on irc in #teamliquid @ quakenet.
cheers, madsquare.
other maps
Exe9 BBQ Ice Wastes Beta Station Sapphire Emerald Plateau Dreamscape The Edge
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dezi
Germany1536 Posts
I would say get rid of the stones at the 3rd. This expansions is already very risky (high ground behind it).
In which german boards you're active? I'm pretty sure i already have seen this one before.
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madsquare, I think you are a good mapper and Amnesia is my favorite of your maps at the top of the forum right now. Also, what you did to get the look on Ice Wastes was clever, great work!
I think I understand your intention with the destructible rocks, they require a player to invest in some army before they could expand three times in very close proximity to the main. Still, would you consider removing the destructible rock on the base nestled up against the ridge, furthest away from the main of those close bases? I think this base is most easily harassed, right?, so the destructible rock might slow down an otherwise more exciting game. It is still hard for a Protoss or Terran to turtle up all of these close bases because of the high ground ridge and I'm all for removing d-rocks unless absolutely necessary.
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On September 10 2010 03:17 dimfish wrote: madsquare, I think you are a good mapper and Amnesia is my favorite of your maps at the top of the forum right now. Also, what you did to get the look on Ice Wastes was clever, great work!
I think I understand your intention with the destructible rocks, they require a player to invest in some army before they could expand three times in very close proximity to the main. Still, would you consider removing the destructible rock on the base nestled up against the ridge, furthest away from the main of those close bases? I think this base is most easily harassed, right?, so the destructible rock might slow down an otherwise more exciting game. It is still hard for a Protoss or Terran to turtle up all of these close bases because of the high ground ridge and I'm all for removing d-rocks unless absolutely necessary.
^dito.
The DRs help to make sure no one expands too heavily because all of those bases are relatively nearby. Keep them where they are.
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Im having a sharp eye on those rocks. There will be a bunch of replays incoming on Satursday; I will decide then.
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Updated.
Improved lightening. Made main partially reaperproof.
Destructible rocks at third will stay.
Feel free to leave some feedback!
greetings, madsuqare.
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I don't like the 3rd in general, just seems to easily harassable. 6/1 o'clock can be sieged too and to get up there and kill tanks you gotta run arount that whole corner which takes quite some time. Natural is a bit too open for my taste but it's just very blizzardish.
All together the map looks really cool and fun to play, maybe a little too tight but not sure about that.
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This map could use some more eyecandy, but apart from that little factor, this looks awesome. I like the plethora of attack paths available to both players, and this seems open enough to actually flank something on.
Good job is all I have to say.
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On October 03 2010 00:42 FlopTurnReaver wrote: I don't like the 3rd in general, just seems to easily harassable. 6/1 o'clock can be sieged too and to get up there and kill tanks you gotta run arount that whole corner which takes quite some time. Natural is a bit too open for my taste but it's just very blizzardish.
All together the map looks really cool and fun to play, maybe a little too tight but not sure about that.
I definitly agree that the 3rd is easily harassable. thats how it was made after all. this is, because its basically a free base. on most maps the third is where on Amnesia the 4th is placed. Also from the 91 replays i have seen, most people like to take the '4th' base first when they play defensive and the 'third' when they move out or when they can set up at the ridge around it. i think its fine that way, giving one the choice. thanks for the feedback
On October 03 2010 04:45 Amadi wrote: This map could use some more eyecandy, but apart from that little factor, this looks awesome. I like the plethora of attack paths available to both players, and this seems open enough to actually flank something on.
Good job is all I have to say.
Making a map that is basically completly open for army movements but offers many choices and a bunch of features was the idea behind this. And it turned out mostly like i wanted I will check on the visuals again when i have time. i definitly think there should be some trees around. though i like to keep most of the area nice and clean, so we will have to see how far i can go.
cheers. madsquare
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lol, its Spinal Valley from BW!
good map though, agree that rocks should be removed from at least one of those bases.
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