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DF Archangel's Keep - version 0.1 Uploaded - [NA] [EU] [KR] [SEA] + Show Spoiler +
2 players playable 160x120 0 xel'naga towers 12 Blue bases(10 expansions), 1 Gold expansion
The final of my Legacy of the Void map trio, and the most standard of the bunch. The most deviant feature on the map is decidedly the remote Gold base at the bottom, reminiscent of the corner base on Gwangalli Beach. All in all, the attack paths connecting you to your opponent are somewhat tight, but as you move to the top of the map you have more options. The top portions of the map are connected to each other, and the rest of the map, by bridges. As with Inheritance, these bridges are pathable by units only - no buildings, creep spread, or burrowed units.
Pictures! + Show Spoiler [Pictures!] +
Changelog! + Show Spoiler [Changelog!] +
Old Shit:
DF Revival Leper Messiah DF Silent Line
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The grimmy smile in the middle is fantastic
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happy thanksgiving to you too
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My favourite of your new maps, for its experimentation and comprehensive design. Still, worried about some issues with skinniness and chokepoints and segmentation, but I want to see how something like this works, if it does.
Can you talk more about your ideas for your maps? They're kind of opaque to scrutiny given the preponderance of offbeat features. Which were the progenitors and which the accommodations? I can't tell where the compromises are or how you feel about them, since the designs leave out most of the usual compensatory setups we get in HotS.
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The top right/left fourth base seems really far from the opponent. I am concerned that it would lead to stale gameplay. Perhaps creating a fourth base option for the opponent which threatens the top left/right fourth would make the game flow better. I think that aggro bases like these three + Show Spoiler + should be used to prevent an opponent from taking a fourth or by spreading them thin while holding it. Partly because of the symmetry of map, and partly because of the attack paths, the more aggressive bases limit the approaches of the owner of the "aggro bases". (maybe not Terran since they can so easily drop the main) Only the top aggro base lends much to aggressing the defender's 4th in the top right. Of course holding the gold bases does give increased income, but since they don't lead into a natural 5th/4th I feel like you have to use the increased income to end the game. It seems counter intuitive then, that holding these bases limit your ability to attack the opponent.
You could flip the middle gold base to be closer to the top of the map+ Show Spoiler + and enlarge the ramp above? That would allow a defender to wall off the back door and hold a stable defensive position. + Show Spoiler + I also thought shrinking that hole would aid the defender slightly in the late game.
I hope I don't sound like a jerk, just trying to give my feedback to help you out <3
Also I really like the aesthetic thing running across the bottom of the map!
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Interesting layout. Long narrow paths are awesome when done right.. nice to see them popping up more and more. Reminds me a little of sidian's shoutcraft map, if it was a serious map and not meant to be crazy.
Am i the only one that doesn't get much out of purifier? It isn't UGLY, but I just don't think it's that great. Especially those ramps. Meh. I feel like your high aesthetic skill is wasted on purifier. (ok, I'll admit the lightbridges and lightwalls are kind of cool)
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Aotearoa39261 Posts
Something feels off about this map, but I can't quite put my finger on it. I think its the design near the bridges.
I also realise that this isn't a useful post.
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Am i the only one who counted 2 gold bases? huh
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On November 25 2015 19:59 Plexa wrote: Something feels off about this map, but I can't quite put my finger on it. I think its the design near the bridges.
I also realise that this isn't a useful post. You are correct sir
I realize there's some wonky stuff going on around the middle, and I can't justify it 100%, but I personally like it as is, and didn't think it was worth a massive retool. It didn't seem to hurt the concept of the map in any case. If, for example, there was a big map contest coming up that demanded my maps be at their best, I may look into it.
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Default speed is not fastest on EU
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On November 27 2015 07:21 LoveTool wrote: Default speed is not fastest on EU
That seems to be a new bug that if someone slowes Down Game new Maps actually are effect by their default bnet settings - Notice the same on my Maps - Didn't changed anything bout the speed settings.
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Yeah, I didn't do anything that could have caused it - my publishing process is set firmly in stone, hasn't changed in years. Sounds like a bug on the BNet side.
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