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192x192 is huge for a 2 player map.
For that size the map appears to be very chokey, which would work in Brood War but not in SC2 due to forcefields, ravagers, siege tanks, disruptors, etc.
In terms of the bases, it feels like the map gives you your third pretty easily, which could be a problem. Also, can you land/siege on the highground between the two bases at the natural? If so, that needs to be removed, else meditanks would be horrendously broken.
Textures aren't too bad, I can see some custom texture work is done. I'm not a big fan of water that rides along the cliff edge personally, I prefer water that's lower and hidden in the background.
Also for an overview picture I'd recommend taking the bounds of the map, adding a 0, uploading to imgur and adding a lowercase "L" before the extension to make it a large thumbnail, like this: imgur.com/eoeoeol.png
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192x192 is very big, but there is a difference between the full maps bounds and the PLAYABLE map area, there is a little to much airspace I think, so I will be reducing the playable area some. I think I can get away with reducing playable map area to about 152x152.
Also, 1v1 maps this large are becoming a norm in the ladder pool, especially in LotV, just in case you are not aware of the trend. Dusk Towers and Orbital Shipyards are pretty much equivalent in size, and are both 1v1 maps. The 1v1 maps not meeting very close in size are Prion Terraces and Ulrena. Ulrena is a plumb dumb map and Prion Terraces has 6 gold bases. However, the mineral fields on my map do not match the other two maps close in size, the number being 14 instead of 16.
To address the high ground between the 3rds, I can just stick a bunch of doodads there and make it unpathable to ground units.
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Well generally when we post our bounds in the map section we post the playable bounds, since no one really cares about the full bounds. I personally have no quarrels with Ulrena, and the gold bases on Prion make for some interesting games that don't include Zerg.
I just feel like the map is cramped and chokey despite it's size, not too sure. It's also really dark.
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I decided to give night lighting because I don't see it much, it can always be changed back to day though if people don't like it.
Could you maybe tell me where these said chokey areas are, like maybe post a picture of the map with the spots highlighted, just so I can get a better understanding of your perspective, and then maybe work from there?
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Very pretty map, reminds me of BW Shakuras.
Honestly can't tell balance-wise how it would be now that all races have the ability to take advantage of choke points (this was also the case in BW). I'm not sure if I like the two halves of the map connected by 2 chokes, seems like most macro games would end up with both players camping armies on their halves at the chokes while harassing with air/drops, unless they went full-on air armies.
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On December 24 2015 08:40 Solstice245 wrote: I decided to give night lighting because I don't see it much, it can always be changed back to day though if people don't like it.
Could you maybe tell me where these said chokey areas are, like maybe post a picture of the map with the spots highlighted, just so I can get a better understanding of your perspective, and then maybe work from there?
Can you go to Export Image -> click "Use as Minimap" and then uncheck it, and add a 0 to the dimmensions? That's generally how I export my images, it lets you see the full map in good resolution. I can work from there
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Are those wooded areas behind the outer base mineral lines pathable? It would probably be more intuitive to have some pit or plateaus to mark off that those are no-go zones. Should you choose to go with that, it would be a lot easier to vary the terrain shape of the map edges, specifically the upper right and lower left portions of the map. There are a lot of straight-looking edges there that causes the overview to appear uncharacteristically box-y.
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The outer edges are unpathable to ground units, and most of it is outside the actual playable map bounds.
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Sorry guys, I completely forgot about this post, if you're still interested Avex, I exported the map image like ya wanted.
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Okay now it's way easier to make suggestions now that I can see it
1) So two entrance naturals are sort of the future, but not so much that P and T can easily wall off both entrances. It's better to make an extended area with two ramps. Kinda like this:
Though that might not be a problem since you have the rocks. Concerning the rocks, you might want to instead use the Diagonal large rocks instead of the two 6x6s.
The natural and third that isnt' blocked by rocks are really tucked away (specifically the third) and raise concerns with Liberator abuse, as there's no way to handle them with the water/dead space behind them.
I also still feel those outer 6 bases will never be taken, especially the bottom left corner with the rocks in the way.
You also should work on the shapes of bases, they're all very awkwardly shaped and mix in styles. Some corners are straight edges while others are rounded.
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OK, so I did some more work on this map recently. I tucked away the 3rd with the rocks closer to the main, and reduced the amount of ground in that area to make room for a new set of mineral fields a more centered part of the map. I also got rid of the northern lights doodads and changed it to a day lighting because I hear it's a pain for ZvZ to be played on dark maps.
+ Show Spoiler +
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Sometimes the symmetry tools are not completely accurate and some little defects in the terrain will be found.
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Since the announcement of the the 7th TLMC, I have been putting some more work into the map. Here's a pic of my most recent version.
+ Show Spoiler +
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Should call it Vashj' Delight Also, I'm no LotV player but isn't four bases behind two chokes a bit extreme?
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