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Specifications
- 3 Spawning Points
- 12 Standard Expansions
- 3 Rich Expansions (6 rich mineral patches, 2 rich vespene geysers)
- 1 Xel'Naga Tower
- 6 Destructible Rocks
- 3 Destructible Rock Towers
- 45 ingame seconds natural to natural
- Equal airspace around the map
Screenshot Gallery + Show Spoiler +
Idea / Concept
I've been exploring 3 player map concepts and possibilities, and this time I wanted to design a map that was all about the center, pathing and resources-wise. Also I've never seen a 3 player map with reflective symmetry before, and it fitted perfectly with my conceptual intentions. The center is very open, similar to past maps like Lost Temple and Entombed Valley, but is counter-balanced with narrow corridors leading to the outer expansions. The outer paths are blocked by 1 6x6 rock and 1 huge rock wall, giving you an option what to break first/not to break when attacking or expanding. The center expansions have not only rich minerals but also rich vespene geysers so that gas intensive strategies are incentivized to contest that area.
The theme of the aesthetics of the map is a deep underground hollow where experiments of Protoss/Zerg Hybrid breeding has taken place and has gotten out of control with Zerg outbreak and infestation. Enjoy!
Change Log
2015-04-27 - Since the TLMC #6 Submission Reduced Map Bounds Updated Textures Updated Doodads Updated Pathing 2015-04-29 Widened the "reaper paths" behind the thirds.
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I can't say about the gameplay, but you did hit the aesthetic. Heck just the rock textures, you had to cut them manually for each spawn. :O
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Thanks. I spent alot of time on the aesthetics, especially on those black cut rocks. I tried to stay minimalistic and stay away from overbloating areas with doodads, because it easily gets out of hand and decreases performance. Also the the player/viewer won't absorb all of it anyway. It's about creating a quickly recognizable theme that fits as a background in the Starcraft universe.
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Indeed, the map looks absolutely fantastic from aestehtic point of view. I think that today's trend is sometimes little bit too difficult for the eye to navigate around, this map avoids that problem perfectly while looking just great. I also love the coloured minerals thingies, that seems so easy but is actually very difficult to hit right.
The gameplay should be interesting. I don't really get the reaper paths with ramps, what's that exactly supposed to do, but they certainly don't harm anything much. I like how the shape of the map has so much value and when you enter the center from different angles you are in completely different positions. Also I like the lack of side-paths to avoid the center.
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On April 29 2015 05:34 opisska wrote: Indeed, the map looks absolutely fantastic from aestehtic point of view. I think that today's trend is sometimes little bit too difficult for the eye to navigate around, this map avoids that problem perfectly while looking just great. I also love the coloured minerals thingies, that seems so easy but is actually very difficult to hit right.
The gameplay should be interesting. I don't really get the reaper paths with ramps, what's that exactly supposed to do, but they certainly don't harm anything much. I like how the shape of the map has so much value and when you enter the center from different angles you are in completely different positions. Also I like the lack of side-paths to avoid the center. Thanks for the comments. The idea for the reaper/colossus path is to also have space for ground units to move around the air areas around the nat, so that the air harassment isn't completely safe. The ramps are just for some extra space to hunt down those air units. If you have a suggestion, please share it.
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I suggest making those paths wide to narrow. / \ <- like this but make it wider towards the natural, maybe twice the size at the start of the path?
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On April 29 2015 21:12 Rukis wrote: I suggest making those paths wide to narrow. / \ <- like this but make it wider towards the natural, maybe twice the size at the start of the path? You mean towards the third right? Yeah that sounds reasonable, I'll try it out.
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You should make the center path shorter compared to the rock path. Otherwise i dont really see people usong the center path and thats what you wanted right?
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On April 30 2015 04:03 NasusAndDraven wrote: You should make the center path shorter compared to the rock path. Otherwise i dont really see people usong the center path and thats what you wanted right? Depends where you are attacking right. So if you wanna go to your opponent's third/fourth expansion you'd wanna go through the center. And also if you're taking the gold. If you're just making a push on the nat/forward third then you'd take the outer paths.
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