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Hyleaby Fatam 148x148Published to All RegionsVersion 1.0Overhead view: (exact bounds) + Show Spoiler +Fun map to make, hopefully fun to play Aesthetics are a little all over the place, but I think they maybe kinda work. Not all LotV textures show up super well/accurately on overviews but the close-ups can clue you in to what the map's aesthetics are like. The layout was well-considered with a good amount of iterations but it's highly experimental so of course I'm willing to admit it may have problems, and would love to hear your concerns or suggestions. Thanks for looking; hope you give it a try! More Pictures: + Show Spoiler +
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I don't think they are problematic here, but horizontal ramps just look plain wrong to me otherwise very interesting concept. I like the natu, third setup a lot
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I'm worried about how strong positioning siege tanks on the darker high ground and dropping marines in the area covered by them is, especially in TvZ. Can you hit the natural gas geyser from the high ground?
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Can you hit the natural gas geyser from the high ground?
Nope. Also consider that if you're zerg you definitely have the option of taking the other base as your natural (12:30/6:30). It's for this exact reason I made the main ramp inbetween the two bases; i.e. if someone was too scared of the highground they would have that option. It's only a smidgeon further away. There might be an argument to be made that the 12:30/6:30 should be inched a little bit closer to the main ramp though.
edit: I should clarify, a siege tank on the edge of the highground can barely hit one geyser, but can't hit the town hall or anything else. I think given that you can take the other nat vs. T safely as any race (no need to wall like you would vs. Z) this is probably ok, and maybe even a good thing to promote some aggression, but I agree that it's something to be discussed.
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So many possible expo patterns. Love it.
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On October 22 2016 02:59 Fatam wrote:Nope. Also consider that if you're zerg you definitely have the option of taking the other base as your natural (12:30/6:30). It's for this exact reason I made the main ramp inbetween the two bases; i.e. if someone was too scared of the highground they would have that option. It's only a smidgeon further away. There might be an argument to be made that the 12:30/6:30 should be inched a little bit closer to the main ramp though. edit: I should clarify, a siege tank on the edge of the highground can barely hit one geyser, but can't hit the town hall or anything else. I think given that you can take the other nat vs. T safely as any race (no need to wall like you would vs. Z) this is probably ok, and maybe even a good thing to promote some aggression, but I agree that it's something to be discussed.
The highground only becomes relevant at a point in the game where the zerg is on three bases anyway, so taking the 12:30/6:30 as a natural wouldn't make much of a difference. Taking the 5/11 o'clock base as a third is possible I guess?
Tanks become less scary on this map once tankivacs get removed, but are still pretty scary.
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Yeah, you really can avoid taking that base for quite a while as Z if you're concerned about it. Good point about it not mattering until the Z has 3 bases, I wasn't even thinking about it that way before for some reason.
I definitely have been looking ahead a little and thinking about the new tanks when mapping lately. I think you can make some slightly more "OP" tank spots than before. I think the main key to a tank spot being something attractive to the Terran yet not too OP is to make the area open so that the defender can get a decent surround. I hate when people make ledges above bases that are super narrow, because that's when it gets stupid abuseable IMO.
It's possible this map takes the highground theme too far but I'd rather push the envelope than be too scared of it.
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Is this what that wip with the highground peninsula forward 3rd turned into?
I love the losb sectioning the center and the outside. So many cool tactical spots. This map definitely rewards a player who can couple strategic decisions with ongoing battle conditions.
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