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Published: NA EU KR SEA
Version 1.0
Map Info: + Show Spoiler +Playable Bounds: 156x156 Bases: 18x(8m2g) + 2x(6hy2g) XNT: 4 Doodads: 1433 1 Forcefield Distances: (cross-spawns only) 11Main <-- ~65s --> 5Main 8Main <-- ~69s --> 2Main
Analytical: + Show Spoiler +
Dead Watcher: + Show Spoiler +This had been lying around unfinished for some months until this week when I resolved to remedy that. Initially all I had was its self-deprecating titular in-joke but there was something to be made of this and translating fateful 'Watchers' into Starcraft was simple enough: this'd be a map about 'vision' and all the slight perversions I could inflict upon it. The result is level main and nat setups and a labyrinthine LOS-ridden XNT-split midmap. Other considerations comprise Superouman-inspired access chokes into midmap (the analytical overview better elucidates the ring-around-the-circle architecture), 2-in-1 Schrödinger's Cat design, entrance-defending spawn positions, the most adorably self-centered forcefield in mapping history, six out of seven custom textures and a rude unsuitability of consumption by the great general public. I mean it when I say I've tried to see it through as thoroughly as I can, but though bugs may crawl out of the strangest places this time I'll make no commitment to killing them.* You are of course welcome to -- as anyone has ever been to plagiarize any of my maps in their entirety.
* My reluctance to follow through post-v1.0 is also not limited to Kill the Watchers. I have only disdain for the conceitedness with which mappers have sometimes labeled themselves 'retired' -- as though you could retire from doing the crossword or solving Rubik's Cubes -- so never say that of me. But I've exhausted the fun for now.
Bases: + Show Spoiler +5\11-Main: 5\11 Natural: 8/2 Main: 8/2 Natural: Island: Gold:
Aesthetics: + Show Spoiler +
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I love it! Its gorgeous, It kinda gives me an autumn feel Very nice map
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Now that's some really fresh aesthetics! We haven't seen anything like that in quite a while.
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Best aesthetics. Awesome name. Can you take the gold as your 3rd if you build your CC on the high ground in front of your main? Like send your SCVs down the ramp to mine.
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your Country52793 Posts
How do the aesthetics look in game?
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Wow the aesthetics are amazing! I just hope they're not too bright in game.
I love the force field in the center! I've always wanted to make a map that had neutral force fields instead of using rocks.
I hope the flat chokes don't turn out to be a problem.
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Dope map.
Is it possible to warp into the 8/2 mains from a proxy pylon in the nat? That looks more like a bridge than a ramp. Am I mistaken?
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Oh God my eyes... I am not sure if it's beautiful, psychedelic or simply horrible. Awesome "Mirror's Edge" aesthetic.
Not sure about the design though. I love the fact it's not totally symetrical for different spawn, the gold blocking the path is a nice addition. But the weird inbase expo (aka proxy/drops heaven more so NE and SW since there's deadspaces), gold bases, islands, too many bases in general, sight-blockers/obstacles on top of nearly every ramps, 4 watchtowers, seems to have some abusable spots for blink/pylons/tanks and not much reaper play. So this look more a gimmick map, although I love the little forcefield, I think if it was in a more sensitive location (like nat backdoor) it could lead to interesting strategies akin to BW low mineral field blockers.
I'd like to see something a little bit more standard with the same aesthetic, the texture work, use of RYB colors and lightning choice are superb.
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Absolutely gorgeous map! Not sure if it's a situation that will ever be seen in matches, but on the 2-8 o'clock positions, but two tanks can shell the main from the nat.
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The mains clearly have space issues, as do probably a few other areas of the map, but the aesthetics are definitely sick. There's some airspace near both spawns so at least the mains should be an easy fix.
Honestly the little cute double 1 FF ramp highground thing probably has to go, as cool as it is. It just makes zerg have a really hard time attacking the opponent's third (assuming the opponent expands to the 9:30/3:30 base)
p.s. - anyway fun map, I can't even imagine the hours going into making the aesthetics this nasty (that's a good nasty, in case you're not familiar with american vernacular :-P). Very impressive.
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Aotearoa39261 Posts
Visually stunning. So congrats on that.
Concept leaves a bit to be desired. For starters, the 2-in-1 should probably go since that's not really adding anything valuable to the map and only introduces annoying balance issues. In fact, I think the fact you've tried to make the 2-in-1 work here has just confused the map horribly -- from all the highground/lowground pods, to the weird double sided gold base, to all the LOS blockers (not to mention the main-nat ramps, but that's not really a 2-in-1 issue).
I think I know what you were going for here; playing with vision via high ground denying vision, to LOS blocker denying vision, gold base being exposed to something hidden, and on the other hand watch towers granting vision. I think if you axe the 2-in-1 and then work on the rest of the map to bring out this concept you could have a really special map here. But as it stands it needs a bit more work.
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Not expecting this to go anywhere, the space allocation is poor in many areas and the only way to properly fix it is to redraw the layout from scratch, concept and art are nice though
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On October 09 2015 18:50 Meavis wrote: Not expecting this to go anywhere, the space allocation is poor in many areas and the only way to properly fix it is to redraw the layout from scratch, concept and art are nice though
Soooo mean
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Nah, no way. We play on iron fortress instead.
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That's like the most beautiful map I've seen in a while. I wonder how it looks in-game. As for the design and general concept I would say it's not bad, but maybe needs some polish here and there. What I'm most worried about is the main-nat bridges. Can they be blocked by two Pylons only? Because I can hear the map softly whispering in my ear, "Cannon rush, please..."
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I wonder how the aesthetics look in game, but they sure look stunning on that overview. Congrats ! And the layout looks solid enough, I wanna try it.
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code on molly? lol sick looking map
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