by LComteVarauG
Published on SEA and NA (not available at the moment)
(Maybe the central dead-zones need to be shrunk?)
Also, the analyser failed to save again...
Aesthetics:
+ Show Spoiler +
Forum Index > SC2 Maps & Custom Games |
LComteVarauG
Australia158 Posts
by LComteVarauG Published on SEA and NA (not available at the moment) (Maybe the central dead-zones need to be shrunk?) Also, the analyser failed to save again... Aesthetics: + Show Spoiler + | ||
FlaShFTW
United States9646 Posts
not sure the purpose of half bases in the back. | ||
EatThePath
United States3943 Posts
pretty though. re: center, just make the highground ramps a lot bigger so those are the main lategame paths. you don't need rocks on the ramps or side paths either, it is too late in the game for them to matter much. | ||
Uvantak
Uruguay1381 Posts
Now go and remove %40 of all the trees because dynamic shadows will generate lag ;_; Regarding the chockiness of the map, it looks fine to me. The half fourth may be problematic, sc2 already suffers from a heavy 3 base problem and that half base will not give players to expand into that direction (taking it as a fourth), the normal third base may also be too exposed for today's meta. Regarding the fourth base you could get away with a smaller ramp, as I said the game suffers from a 3base syndrome and anything you can do to help players holding onto (not expanding into) a fourth base would be welcome. A ~2 wide sized ramp would help in that regard. Other than that there still are problems with the amount of air space, it is not the end of the world, but TvP would become skewed in favor of Terran because of drops. These are just some ideas, overall I quite like the general ideas of map but some things could be changed to make it more standard if that's what you seek. | ||
Zweck
Germany211 Posts
and remember we are not on the earth, anything is poosible :D ANd maybe give all the ramps a cool design, like a different texture or sth | ||
SwedenTheKid
567 Posts
I think the map would have a better expansion pattern if the half bases were normal bases, idk. Pretty map though, and I like the general proportions. | ||
EatThePath
United States3943 Posts
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FlaShFTW
United States9646 Posts
On March 31 2015 02:22 Uvantak wrote: Regarding the chockiness of the map, it looks fine to me. The half fourth may be problematic, sc2 already suffers from a heavy 3 base problem and that half base will not give players to expand into that direction (taking it as a fourth), the normal third base may also be too exposed for today's meta. Where are you supposed to fight with maxed out armies besides outside the forward 3rds? i find it really difficult to pick fights. the forward third isnt a problem. you say todays meta which is funny considering other maps with just as exposed 3rds as this. proper sim city should easily take care of defending that base. | ||
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