[M] (2) Nerazim Outpost
Category: (1) Macro Maps
(click to enlarge)
(click to enlarge)
(click to enlarge)
Size: 160x160 (Playable 140x132)
Tileset: Zhakul'Das (Jungle)
Spawn Positions: 5, 10
Base Count: 14
Servers: NA, EU, KR, SEA
This is my first map, so I am still learning things. Feel free to give me tips if you see something that is wierd/off.
+ Show Spoiler [Idea/Concept] +
I haven't gotten much play-testing on this map. Feel free to leave feedback and tell me what you hate and what should be changed to improve the map for more fun/balanced play.
+ Show Spoiler [Changelog] +
v0.3 - Updated mineral fields to be "standard" (Thanks to Avex for the help) Changed destructible rocks at the in-base expansion to a different rock doodad with much lower HP (100HP with 3 armor) This should allow the expansion to be taken faster. Fixed some foliage issues. Added some more doodads/misc stuff.
v0.2 - Changed angle of some ramps. Reworked low ground 4th base to make defending easier. Added some more texturing.
Category: (1) Macro Maps
(click to enlarge)
(click to enlarge)
(click to enlarge)
Size: 160x160 (Playable 140x132)
Tileset: Zhakul'Das (Jungle)
Spawn Positions: 5, 10
Base Count: 14
Servers: NA, EU, KR, SEA
This is my first map, so I am still learning things. Feel free to give me tips if you see something that is wierd/off.
+ Show Spoiler [Idea/Concept] +
After much fumbling around in the map editor, I more or less came up with this design. I planned on having a map where 2 bases are very easy to defend, but to go beyond that, units will be needed to take down the rocks at the 3rd. A riskier 3rd/4th base can be taken, but strong map presence will be needed to take additional expansions. The high ground will be very important to controlling the tempo of the game, but watch out for drop play.
I haven't gotten much play-testing on this map. Feel free to leave feedback and tell me what you hate and what should be changed to improve the map for more fun/balanced play.
+ Show Spoiler [Changelog] +
v0.3 - Updated mineral fields to be "standard" (Thanks to Avex for the help) Changed destructible rocks at the in-base expansion to a different rock doodad with much lower HP (100HP with 3 armor) This should allow the expansion to be taken faster. Fixed some foliage issues. Added some more doodads/misc stuff.
v0.2 - Changed angle of some ramps. Reworked low ground 4th base to make defending easier. Added some more texturing.