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by LcomteVarauG
Available on SEA and NA
Preview:
Analyzer:
Original Plan: + Show Spoiler +
Aesthetics (Most likely outdated): + Show Spoiler +
This map was made with a combination of Protoss textures and Ulaan textures. And a lot of Starship Hall Trim...
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Does anybody have any feedback on this map for me? I would love to improve it, and it would be awesome to get a replay if anyone plays on it!
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A pretty normal map, which isn't a bad thing, it's just not a GOOD thing, either, you know? The first thing that I noticed was the 3rd, or rather, the lack of one. Maybe it's not as far as it looks, and maybe I am a fan of going against the grain of super easy 3rds, but I think it's a little to hard to take. Same with the 4th, since you are forced to expand both ways ignoring the gold ( I would make the golds have rich gas to help Zerg ). Actually, all the bases outside of the natural and main are really open and isolated, which is the maps biggest problem IMO. I think the watchtower really doesn't add anything to the map either. No need to put a "Blizzard" tower. The map is actually really big, but the design and amount of bases make it look small. Maybe it's just me, but I would aim for the opposite of that (map that appears big but is small). That's just personal preference though. I like the center CKish high ground, even though it's wider than it needs to be, since the rest of the map is also really open. Textures are decent and theme is cool. My advice would be to shrink it down, and make the 3rd closer, while adding a base or 2 so you can expand at least twice in a certain direction. For your next map, I'd say to limit yourself to 135x135 bounds (that's small), because your style could be really nice for smaller maps. Also, don't be afraid to make cramped areas especially when it benifits the defender (defender gets larger space to have army spread). If I missed anything, or made any errors in my feedback (paragraphs would help maybe ), sorry. Overall it's not bad, with a few adjustments.
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Edit- I'd also like to say that I am an amateur map maker, so don't take my advice as 100%
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The map is generally very open, I would advice you to work on the proportions more - especially the lowground area and the ramps/chokepoints need to be shrinken. I feel the map partially lacks an overall concept and flow, which is why some areas look rather "empty" and misproportioned. As SwedenTheKid pointed out, the 3rd (low-ground) is unnecessarily distant and should be moved closer to the natural. The other 3rd (high-ground) is not even a viable option as is, due to the very far base position. This is the reason why it's difficult to draw up things on paper first - proportions are often off once you get it into the editor. Aesthetics are decent, but I'd like to see a more defined texture near cliffs and unpathable areas - see my aesthetics guide for more information on this topic.
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Moonlight Vista was a better name tbh
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On February 27 2015 16:36 SwedenTheKid wrote:A pretty normal map, which isn't a bad thing, it's just not a GOOD thing, either, you know? The first thing that I noticed was the 3rd, or rather, the lack of one. Maybe it's not as far as it looks, and maybe I am a fan of going against the grain of super easy 3rds, but I think it's a little to hard to take. Same with the 4th, since you are forced to expand both ways ignoring the gold ( I would make the golds have rich gas to help Zerg ). Actually, all the bases outside of the natural and main are really open and isolated, which is the maps biggest problem IMO. I think the watchtower really doesn't add anything to the map either. No need to put a "Blizzard" tower. The map is actually really big, but the design and amount of bases make it look small. Maybe it's just me, but I would aim for the opposite of that (map that appears big but is small). That's just personal preference though. I like the center CKish high ground, even though it's wider than it needs to be, since the rest of the map is also really open. Textures are decent and theme is cool. My advice would be to shrink it down, and make the 3rd closer, while adding a base or 2 so you can expand at least twice in a certain direction. For your next map, I'd say to limit yourself to 135x135 bounds (that's small), because your style could be really nice for smaller maps. Also, don't be afraid to make cramped areas especially when it benifits the defender (defender gets larger space to have army spread). If I missed anything, or made any errors in my feedback (paragraphs would help maybe ), sorry. Overall it's not bad, with a few adjustments. Thanks SwedenTheKid! I have hopefully addressed most of the issues by moving the third base forward, adding a base, making the rich mineral expansion have rich geysers and adding a bit of a choke, though I suppose this is not one of my better maps And thank you for your feedback about the map size, I will try that for my next map (though unfortunately I only saw that when I finished the layout of one I have nearly completed in the editor called Crumbling Hulk).
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It would be cool if the nat had a back door into the horizontal 4th. The base is kinda just there as if now, and very isolated. Btw rich gas has to have green Omni light doodads in it for the players to tell
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