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i like it, but i would say to center it, as opposed to letting it cut off at the top edge of the map. like... move it down however many squares, eve the edges at the top, and throw in some water.
also maybe, instead of having three sets of rocks, one by each player and one in the middle, i would like it more if it was just two in the middle. like, where the two sets of rocks are on either side of the 'double ramps', take it and move it to the other side of the ramp, so they are closer together.
hope i was clear enough to understand
just my opinion though.
also, i like the high ground placements.
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I like it! Maybe you could make the top part of the map part of a huge mountain or something? And doodads and plants would be nice =P It'd add a ruins kind of feel to it, with vines growing all over and weeds sprouting up and all.
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I like the mountain idea. I'm having issues figuring out how to work the doodads in this editor lol. I've been trying to get it to look nice. I'm glad you guys like it.
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Looks like a very interesting map which could have some cool dynamics with expanding. In my opinion it might be a bit small, but im not sure without actually playing it.
I think the double natural option is cool, but maybe you should move the fourth further towards the center and outwards to make it harder to control. Right now it looks like the fourth is pretty easy to maintain while still protecting your main base simply by positioning your army just below the ramp (so long as you keep watch of the rocks).
Also have you considered making the second natural mineral only? That way players wouldnt have such fast access to 3 gas, which seems a bit extreem to me.
The main path to the enemy base looks bland. I think it would be interesting to have a high yield expansion directly south of the path. It could be hidden by line of sight blockers, allowing for ambushes and flanking in the middle of the map. possibly high ground could also be added there so players can utilize things like blink and collossi well. Think of an awesome stalker ambush from the high ground, or tanks suddenly opening fire from behind the line of sight blockers.
Just to add even more cool dynamics to the map, I think you should extend the high ground in the middle farther into the little lake at the center so that units can attack the passage below by dropping on the high ground.
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Imo looks pretty much like a new desert Oasis, with a little bit of Scrap Station.
I think you should make the lower path wider so that a low number of tanks(say ten) wont be able to completely control that path in the map.
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Kinda cool conceptually. It's almost identical to the Warcraft 3 map 'Booty Bay'.
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Main seems too small, not enough building room. This gives Z the advantage in that regard...
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This looks like the war3 map booty bay.
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Hmm.... the bottom part a Terran can easily float off buildings and be really annoying.
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I feel as if Reaper rushes (or Reapers in general) would be too powerful on this map. Also, aesthetically, it looks like a 4 player map; you should adjust the top so it's not "flat."
Other than that, it looks nice! I think it might be a bit Zerg favored, though, barring Reapers.
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Pretty cool map. Nice work!
My comments would be that terran is probably favored in this map due to the single choke points anchored by the high ledges. I feel like zerg would have limited options because of this. While you mention that the high ground would be favored by zerg, protoss and terran can simply (at least i think so??) place a few defensive structures on that highest expo to limit any ground army movement up there as well. Not sure if leveling down the 4th expansion and favoring doodads as obstacles would solve this.
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Others have touched on a few things but I'd like to comment on the watchtowers. With the way they are placed right now (atleast the ones in the natural) you are giving a watchtower to each player 'for free'. I'm not sure how I feel about moving them down to the lowground either since that would give the other player more of an advantage in pushing. One option would be to remove both of them and instead placing a single watchtower closer to the middle of the map. You would then create a small platform thats connected to the southern passage in the middle of that \___/ shaped hole you've got in the middle of the map.
I'm also not sure how I feel about the north of the map. The rest of the map is so "clean" that it stands out and looks a bit odd. If you want to keep it I suggest that you.. actually I'll just draw it.
I had some ideas while I did it (in Paint mind :D ) so it's not that thought out but you'll see what I mean atleast.
I have a thread up as well for my own first map Cygnus B, would appreciate if you gave me some feedback on it!
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Maybe make the ramps on the 3rd go down before the rocks, and add a gold mineral expo in between the rocks? (obviously removing the middle rocks) Also, a watchtower on the high ground, in the middle, would be nice. Other than that, looks pretty neat. Keep it up.
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I revised the top area and added a rich expo in the bottom center. Check it out.
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