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Voted, with fingers crossed. I reeeally like the map I voted for.
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It's funny, it probably has by far the least time spent on it out of these, doesn't have some of the bells and whistles like some, or as good aesthetics.. but mossfire is just a more interesting layout and the flow and space usage is sick. It may be a tad chokey in a couple places (e.g. I think the ramp nearest the nat should be increased to a 3 FF ramp) but the other maps have some small flaws as well so that isn't enough reason for me to discount it.
gogo mossfire
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On April 06 2015 14:15 Fatam wrote: It's funny, it probably has by far the least time spent on it out of these, doesn't have some of the bells and whistles like some, or as good aesthetics.. but mossfire is just a more interesting layout and the flow and space usage is sick. It may be a tad chokey in a couple places (e.g. I think the ramp nearest the nat should be increased to a 3 FF ramp) but the other maps have some small flaws as well so that isn't enough reason for me to discount it.
gogo mossfire
See now I don't think mossfire is interesting at all, but maybe im just missing something...
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grass clearly not green enough! :D
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Maybe not super interesting, that may have been the wrong word choice (I use that word a lot), but just good.
One thing is I like how it is one of the few maps where you can see every inch of the map being used on a regular basis. Cloud Kingdom was like that.
Anyway I think it is cool in a more subtle way than the other maps here (which are also quite cool). Less "oh this is cool because of that distinct feature" and more cool because of lots of little things. That's my possibly flawed opinion, though.
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On April 06 2015 22:56 Fatam wrote: Maybe not super interesting, that may have been the wrong word choice (I use that word a lot), but just good.
One thing is I like how it is one of the few maps where you can see every inch of the map being used on a regular basis. Cloud Kingdom was like that.
Cloud Kingdom's only flaw to me was it was squished into small map bounds and made to use up the entire map space, although there is no benefit to that. The result is some parts being more cramped than they should. It feels satisfying as a map maker to make the map fit into smaller bounds and to use up all the space, but from a gameplay standpoint it's better to prioritize making the proper sizes.
I saw game after game on CK end in a crappy manner since the attacker has the positional advantage when attacking the third. This is a direct result of not having enough space. The defender's own main building blocks up their army so they can never get a good position. And all because Super wanted to use up every inch of a smaller map size (incidentally very close to a BW map) instead of expanding the map bounds and living with a little wasted space here and there.
I mean I had a ton of fun trying to fit Golden Valley into 152x152 but in hindsight had I just expanded it to 160x160 and had a little more airspace in some of the sections where there was already too much space, I could have made a better map.
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^ I think the 3rd base was somewhat awkward to defend by design. Promotes map awareness and less camping.
I'm so torn, I love mossfire but I love jaded horizon. Can't I just marry both?
Poll: Which map do I love more?(Vote): Mossfire (Vote): Jaded Horizon
I will trust you guys.
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Good Job IeZaeL, It's been a while since I've actually like any map that's either in the map pool or just posted any where. Your map however is really well made, the option being able to choose which third base to take while retaining similar distance toward the opponent and defendability is one of merits of why I like this map. Another perk of the map is that it doesn't only have a one dimension attack path, which the opponent or myself can take, the fact that you can take a longer path to get to your opponent's bases adds another level of depth to the strategy and game play of this game. The only improvement I can offer is remove the rocks in the center since the map is already large enough as is so there's no need to increase the path distance of units moving across the map. I hope you continue the good work and replace those childish maps that are always on the map pool. -Ryuuga
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A vote within a vote. And a 2v2 map in Map of the Month. Have either of those two things happened before in this contest?
I haven't got a clue which map is best, they all speak to me in a different way.
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