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FTM Bungalow 6by Fatam 142x146Published to All RegionsVersion 1.2Overhead view: (exact bounds) + Show Spoiler +
Figured I'd jump on the Elsecaro aesthetics bandwagon, since beach maps are fun and it's one of the better sets they've made.
Layout-wise, the feature that should shape the game the most is the 2:30/8:30 o'clock 3rd base. It has a single, out-of-the-way attacker's entrance, and the defender can set up a large-ish concave to defend the opening, but there is a highground with a XNT above the defender's position. The defender has to decide whether to put their army at the choke, up top on the XNT, or sit right on the base. Each has its pros and cons. Maybe you even wall-off the choke? I don't think anyone's done a setup like this before and I'm excited about it if the map ever sees play.
Alternatively, if the player expands to the other third (12/6 o'clock) it is super wide open in all respects. It has a very close linear 4th, but there's a choke and highground right next to that which can make holding it a little tricky.
It's also possible to take the middle bases as a 4th. It's pretty easy to sandwich an army that tries to attack that base head-on. I don't think that base is as hard as it initially looks as long as you are good about scouting the enemy's main army movements and don't get caught out of position.
Walling off as Protoss is pretty easy here and there's a variety of ways to do it, but I know the nat setup is slightly unconventional so here's an example
Wall-off: + Show Spoiler +You can even wall just the front (which doesn't require much) and not worry about the back opening, with something spotting for the backdoor (either a unit at the XNT, or sitting at the backdoor 3rd choke). Gives you plenty of time to throw up a couple pylons if you see lings or whatever coming.
Thanks for looking; hope you give it a try! Any comments or feedback welcome.
This is Bungalow 6 ^ :-O
More Pictures: + Show Spoiler +
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I love this tileset and all the funky looking maps people are making with it. I really hope we get one of these great looking maps published to ladder relatively soon. Keep up the good work!
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Any reason why the wet sand is the same color as the dry sand? ;P
I'm also not sure about the double entrance, can you post possible protoss walls?
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On August 14 2016 03:52 Avexyli wrote: Any reason why the wet sand is the same color as the dry sand? ;P
I'm also not sure about the double entrance, can you post possible protoss walls?
It's in the OP I'll copy pasta
"Walling off as Protoss is pretty easy here and there's a variety of ways to do it, but just in case anyone needs the reference, here's a couple examples.
Wall-offs: + Show Spoiler +You can even do a wall of just the front (which doesn't require much) and not worry about the back opening, with something spotting for the backdoor (either a unit at the XNT, or sitting at the backdoor 3rd choke). Gives you plenty of time to throw up a couple pylons if you see lings or whatever coming. "
@ the wet sand thing, I don't think most people have a different color for wet sand on beach maps, but maybe I'll do something in the future.
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You got me all excited for a 6 player map.
Layouts pretty good, a bit sparse. I think this could have some pretty great games, lots of positional potential.
I'm still disappointed it wasn't Bungalow (6) though.
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On August 14 2016 06:10 Fatam wrote:Show nested quote +On August 14 2016 03:52 Avexyli wrote: Any reason why the wet sand is the same color as the dry sand? ;P
I'm also not sure about the double entrance, can you post possible protoss walls? It's in the OP I'll copy pasta "Walling off as Protoss is pretty easy here and there's a variety of ways to do it, but just in case anyone needs the reference, here's a couple examples. Wall-offs: + Show Spoiler +You can even do a wall of just the front (which doesn't require much) and not worry about the back opening, with something spotting for the backdoor (either a unit at the XNT, or sitting at the backdoor 3rd choke). Gives you plenty of time to throw up a couple pylons if you see lings or whatever coming. " @ the wet sand thing, I don't think most people have a different color for wet sand on beach maps, but maybe I'll do something in the future.
Ah, images weren't loading on my phone, thanks.
And, I just think the dark sand looks better, adds value.
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that looks really really good, love the nat
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that 3rd base / XNT / highground is really cool, I so want to see it in action.
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1.2, playing with the lighting here. The elsecaro lighting looks pretty decent up close but it's just so washed out from afar. This lighting is bordering on too much, but I think it's at least close to the mark. May play with it some more and add some more grass texturing and stuff at some point. Not sure if I'm feeling the minimalist texturing anymore. But going to rest on it some and work on other things. Updated OP with pics if curious.
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Really cool map. Love the beach theme! I hope there is a shark in the water swimming in circles.
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Thanks much! also ninja-edited the manmade geysers on the highgrounds to natural geysers with cracks around them because they looked kind of bad with the new lighting.
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This guy wasn't ageing well so I gave him a tune-up. Mostly aesthetics but a few other changes too. Check original post for new pics throughout.
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