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hello fellow liquids, fairly new to the forum, altho i visited this page on a daily basis to watch live streams and stuff :D anyway, i got into mapping recently and just finished my first map. well, actually my second, but i decided to make some changes to my first so it's wip again. i will probably make a seperate thread for that one shortly. this one was supposed to look very different when i first planned it out on paper, almost like metalopolis, but after many changes i realized it was becoming more and more similar to xel'naga caverns. the natural is kinda open, but can be walled off between ramp and cc with 3 buildings (thx to dezi for the tip). the map seems kind of small at the first look, but actually the rush distances are 146.0/124.4 main/natural (for reference: xel'naga caverns is 143.6/118.4). there are 3 possible thirds to take, and 4 different attack paths. i also decided to go with no gold because i feel it gives more options to play the map without it. so far so good
some facts:
name: moonwell status: available on EU no US playable size: 144x120 tileset: mostly zhakul'das mixed with other
5bases on each side 2 xel'naga towers secret reaper backdoor in the main
Views:
angeled:
top: + Show Spoiler + main+nat, thirds and xel'naga tower: + Show Spoiler + analyzer: + Show Spoiler +
replays: (no high level play) ZvP ZvZ (including burrowed roaches, mutas, ultras and nidus worm action :D)
can't think of anything else right now. thanks for reading all this
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I like this map. I like how there are wide enough chokes to make for interesting mid game engagements. Rush distance isn't too terrible small. Natural expansion is pretty easily defendable. I think it seems pretty well balanced. Good job.
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It's quite basic (and Xel'Naga esque) but I think that works in it's favour. I quite like the lack of watchtowers, though I think the small lumps of high ground at each end of the hole in the middle would potentially be good locations for them.
Also, while it doesn't make a huge difference either way, gold expo's in the very centre instead of standard ones would make a nice tempting aggressive third for terrans, but that would arguably make the map even more like XNC, so your choice there
Regardless, definitely a very promising first map. Well done.
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dezi
Germany1536 Posts
Rewatch his screens. There are XWTs just where u suggested them
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On February 25 2011 20:43 dezi wrote:Rewatch his screens. There are XWTs just where u suggested them
Analyzer summary should be mandatory for that reason
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On February 25 2011 20:43 dezi wrote:Rewatch his screens. There are XWTs just where u suggested them to be fair, i think he was talking about the location at the side attack path, not where they currently are. as they are right now, they are pretty powerful, the vision reaches just outside his choke. the only way to leave the base unnoticed would be through the low ground attack path
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This is just a good solid map, nothing fancy. I mean, you basically ended up with XNC, but there's nothing wrong with that. The best feature of this map is the pair of center bases separated by the ditch. I can see taking that as a 3rd in certain circumstances, because of the additional security given by the towers.
The textures are simple but nice. Everything is executed very smoothly and thoughtfully. I like it.
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On February 26 2011 11:47 lefix wrote:Show nested quote +On February 25 2011 20:43 dezi wrote:Rewatch his screens. There are XWTs just where u suggested them to be fair, i think he was talking about the location at the side attack path, not where they currently are. as they are right now, they are pretty powerful, the vision reaches just outside his choke. the only way to leave the base unnoticed would be through the low ground attack path Actually I meant the tiny bits of high ground right next to where the towers already are - I guess my brain just ignored them when I was looking at the pictures. I think the current location is actually fine, though it would be nice to see the map analyzer summary to see just how far the range actually goes
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see the small dent in the main across the choke? had to take that bit out so it wouldn't see on the mains highground :D oh well, i'll put up more analyzer pics later
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