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Ruins of the Ancients by LcomteVarauG
Available on SEA and NA
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Analyser:
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Close up pictures: + Show Spoiler +
I made this map with 3 textures from the 3 different Korhal tilesets, the wrecked Korhal cliffs and 5 Ulaan textures. The symmetry is unusual - the bases are in the top left and bottom right, but it is mirrored.
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You might want to change the header to [M] (2), since it's not a 1-player map.
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On January 27 2015 13:21 Pontius Pirate wrote: You might want to change the header to [M] (2), since it's not a 1-player map. Oops, sorry! Thanks, I thought the number was the version number
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your Country52794 Posts
Natural expansion looks very vulnerable from the low ground, third base is close to your opponent's third base and the attack paths are pretty narrow so it looks like a Zerg nightmare.
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Canada16217 Posts
On January 27 2015 13:22 LComteVarauG wrote:Show nested quote +On January 27 2015 13:21 Pontius Pirate wrote: You might want to change the header to [M] (2), since it's not a 1-player map. Oops, sorry! Thanks, I thought the number was the version number all fixed
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On January 27 2015 13:34 The_Templar wrote: Natural expansion looks very vulnerable from the low ground, third base is close to your opponent's third base and the attack paths are pretty narrow so it looks like a Zerg nightmare. Thank you for your feedback I have widened the paths and made it so that the thirds are no longer accessible directly from each other (until rocks on both sides are broken down, at least). I also put a bit of a canyon behind the natural to hopefully make it safer. Hopefully that should make the map a bit more balanced.
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On January 27 2015 14:13 LComteVarauG wrote:Show nested quote +On January 27 2015 13:34 The_Templar wrote: Natural expansion looks very vulnerable from the low ground, third base is close to your opponent's third base and the attack paths are pretty narrow so it looks like a Zerg nightmare. Thank you for your feedback I have widened the paths and made it so that the thirds are no longer accessible directly from each other (until rocks on both sides are broken down, at least). I also put a bit of a canyon behind the natural to hopefully make it safer. Hopefully that should make the map a bit more balanced.
jsut played against AI on NA server, the natural base is still siegeable from the low ground. A tank sieged at the bottom of the cliff can hit both the vespene geysers, 3 mineral patches and the base itself. This position is imba, at most you could only hit one geyser or maybe one mineral patch (like on King sejong or overgrowth).
Instead of making a big canyon there, just move the patch and geyser away from the cliff, you have the room to do it I think.
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There is just too much dead space in ur map, don't u think?
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Dead space ain't no thang, don't worry about it imo.
You can make the main bigger and move it slightly into the corner, and make the nat smaller and move the resources closer to the main and nat ramps, and solve your siege problem. gl
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United States9645 Posts
bottom left bases should be moved into 1 base. reason for this is because if you get bottom left control of the map, you're getting 2 free bases instead of one.
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Ruins of the Ancients, or as it will come to be know, RotA. Maybe Valve will make the sequel map.
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I'd push the natural and main towards the bottom left, and use the space gained to add a base between the 2nd and 3rd. Better for Zerg. You could even add destructible rocks to that base. Just my opinion. Otherwise, I like the map.
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On January 27 2015 19:43 Gwavajuice wrote:Show nested quote +On January 27 2015 14:13 LComteVarauG wrote:On January 27 2015 13:34 The_Templar wrote: Natural expansion looks very vulnerable from the low ground, third base is close to your opponent's third base and the attack paths are pretty narrow so it looks like a Zerg nightmare. Thank you for your feedback I have widened the paths and made it so that the thirds are no longer accessible directly from each other (until rocks on both sides are broken down, at least). I also put a bit of a canyon behind the natural to hopefully make it safer. Hopefully that should make the map a bit more balanced. jsut played against AI on NA server, the natural base is still siegeable from the low ground. A tank sieged at the bottom of the cliff can hit both the vespene geysers, 3 mineral patches and the base itself. This position is imba, at most you could only hit one geyser or maybe one mineral patch (like on King sejong or overgrowth). Instead of making a big canyon there, just move the patch and geyser away from the cliff, you have the room to do it I think. All fixed hopefully The siege tanks can now only hit the back of a geyser. Also, the half island expansion at the bottom left corner now holds only one base.
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