|
Convoluted Chasm by LComteVarauG
Available on NA and SEA.
Previous: + Show Spoiler +
Information: + Show Spoiler +(Not all of the rocks/los blockers are visible in the analyser) This map allows players to set up and hold positions and bases if they are active on the map. Back-door entrances can be exploited to create "surrounds" and flank attacks if they are used intelligently. Much like on Echo LE, you can create massive flank attacks if you set them up before hand. There are a few LOS blockers in the main bases and the naturals, and these have enough space for a pylon/gateway or a Nydus worm. There's a reaper path into the main similar to that on Echo LE too. Expansion patterns will most likely vary widely between races. Inspired by Neo Emerald Plaza, Echo LE, and this tileset that I created for a map I am working on with And G + Show Spoiler +. (Tileset): -Shakuras Rock Cracked -Shakuras Bricks -Monolyth Dunes -Monolyth Sand -Monolyth Dirt -Ulaan Dirt -Zhakul Das Mercury Cracks -Agria Rock
Aesthetics: + Show Spoiler +
|
Comments and feedback would be greatly appreciated
|
considered this?
|
United States9652 Posts
meavis has a pretty good idea of how this map could be optimized. the map looks good, but the main size is ridiculously big. maybe to add more dynamic to the map, you could comment the 3/9 bases with the middle.
|
Just my thoughts on how to make the map more active and fix the main
Edit: Another thought too is for the thirds you can make it on a second tier cliff and have it connect to the indented base that I have showed on the image.
|
On May 02 2015 21:40 Meavis wrote:considered this?
Thanks Meavis, I think I will open up those central choke points a bit as you have described.
On May 03 2015 00:37 FlaShFTW wrote: meavis has a pretty good idea of how this map could be optimized. the map looks good, but the main size is ridiculously big. maybe to add more dynamic to the map, you could comment the 3/9 bases with the middle.
Yes, in hindsight the mains do look really large, I seem to always over do that because one of my maps got rejected in a TLMC for having too small a main. I also think that it would indeed be a good idea to connect those bases with the center, but I might put rocks at that position (so early on they are not connected, and later they are). Or, I might make them gold bases and leave them connected to the center without rocks, because when playing on this map, I have noticed the action isn't too frequently drawn to the edges. This wouldn't destroy the "pocket" feel for the bases behind it either.
On May 03 2015 01:09 Rukis wrote:Just my thoughts on how to make the map more active and fix the main Edit: Another thought too is for the thirds you can make it on a second tier cliff and have it connect to the indented base that I have showed on the image.
I will indeed shrink the size of the main, but with the changes around the center, I think they would destroy the unique dynamic on my map where you can get 2 bases behind a choke you already have secure as your third, but once the back doors are opened up, those bases become quite vulnerable. I also don't really see the point in connecting the middle base to the base adjacent to the main, because it would make it very hard to defend any of those bases as Zerg (think tanks and collosi on that high ground).
Thanks for all of the constructive feedback guys!
|
I've made the suggested changes and updated the thread. Thanks everyone!
|
United States9652 Posts
i like the changes. maybe rocks blocking the 9/3 would be nice as you thought before.
disagree with the gold change though. i think the gold will actually be a normal 4th for many players as it is both close to the third as well as far from the enemy base. i would revert those to normal minerals. especially with the rocks blocking them from the other side. if you really want them to be golds, switch how the rocks are placed.
if you place the rocks closer to the third, this will do a few things. 1, it will make the gold harder to take from the closer side and 2, it makes the 3rd a bit easier since its a wee bit difficult as it stands (very open and no real choke to simcity)
|
On May 03 2015 12:42 FlaShFTW wrote: i like the changes. maybe rocks blocking the 9/3 would be nice as you thought before.
disagree with the gold change though. i think the gold will actually be a normal 4th for many players as it is both close to the third as well as far from the enemy base. i would revert those to normal minerals. especially with the rocks blocking them from the other side. if you really want them to be golds, switch how the rocks are placed.
if you place the rocks closer to the third, this will do a few things. 1, it will make the gold harder to take from the closer side and 2, it makes the 3rd a bit easier since its a wee bit difficult as it stands (very open and no real choke to simcity) I have changed the center so it doesn't have gold bases, but I didn't move the rocks (simply added some as I thought before) because I want to retain the "pocket" feel for the late game bases. Thanks for your feedback
|
|
|
|