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your Country52793 Posts
Textures: Char Fortress + Char Lava Cracks
Details:
- 2 spawn points
- 12 normal bases
- 2 normal gold bases
- 220 doodads
- 75 seconds main-to-main
- 2 watchtowers which are initially inaccessible
- 4 destructible debris
+ Show Spoiler [Old Version(s)] +
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I really like a lot of things about this map, though I'd prefer the inbase natural not to be blinkable. I love the gold bases and the general flow of the map, the high ground center should really be a main focus but all the side paths can provide some good action too. I think it's fine work.
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Sometimes you have some interesting ideas for your maps Templar, like this is not a bad concept to begin with, but when it come to the actual execution of the map I picture a 5 year old eating crayons.
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On July 22 2014 03:44 The_Templar wrote: 2 hours spent decorating Not sure if I'd advertise that lol.
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If just like me you want to do an half-assed job at texturing and placing doodads, open a blizzard map, copy/past their doodad placement on your map and try to reproduce the same textures.
I like your map though, I just think that the 5 first bases (I would get rid of the gold base) are too easy to take and the type 2 high ground in the middle is useless, it would look better if you used some LoS blockers and some doodads to mimmick the shrinkage created by a ramp.
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your Country52793 Posts
On July 22 2014 06:49 Archvil3 wrote: Sometimes you have some interesting ideas for your maps Templar, like this is not a bad concept to begin with, but when it come to the actual execution of the map I picture a 5 year old eating crayons. Thanks for the constructive feedback!
On July 22 2014 07:02 ScorpSCII wrote: Not sure if I'd advertise that lol. Removed
On July 22 2014 08:51 algue wrote:
I like your map though, I just think that the 5 first bases (I would get rid of the gold base) are too easy to take and the type 2 high ground in the middle is useless, it would look better if you used some LoS blockers and some doodads to mimmick the shrinkage created by a ramp. In addition to currently fiddling with the middle design due to movement issues, I'm considering moving the vertical third further away. That would fix the first issue you mention in your post.
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I find it funny that you spoiler the overview, which is the most important, but not spoiler the aesthetic shots, which are not that important.
Other than the thread format, imo the problems are that the gold is too easy, and the rush distance is too big. Map overall is just too big for no apparent reason. What I really like is the high ground 4th, although I don't understand why it is half a base. If it was a full base it would be really cool imo, since it is vulnerable to attacks from behind.
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On July 22 2014 13:41 moskonia wrote: I find it funny that you spoiler the overview, which is the most important, but not spoiler the aesthetic shots, which are not that important.
Everyone who has ever seen a Templar map understands why he does that
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I really like the layout in many ways.
As others have said, the gold is probably too easy. And I think the movement through the highground looks a little too chokey for a Zerg army to combat, but not sure about that.
Also, I'm not the biggest fan of having such a broad layout, the top left an bottom right feel very useless, and the layout prevents any army from ever moving around there.
Maybe something like this could work: + Show Spoiler +
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All i want to say is that layout idea is really fresh and awesome.
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Just realized, with how the terrain increases in elevation towards the center plus the unpathable area in the center, you could give this a really awesome active volcano theme (if you're willing to put the effort into the aesthetics ).
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your Country52793 Posts
I made a small update. I moved the vertical thirds further away, added a path to attack the gold base, and changed two of the center ramps.
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