[note, I’ve been out of the meta since LotV came out, and I only occasionally watch the pro scene, so keep that in mind with these notes]
Vis a Vis >lighting doodads make is really painful to view the overview, not a balance note, but you might want to fix that. >expanding horizontally the map seems decent yet also hyperstandard, aside from the layout of the 4th which looks a little interesting, yet possibly to cramped. The main issue I see with the layout is how isolated the top right and bottom left parts of the map are from the rest of the flow. I’ve seen this before, but I really don’t like it. It’s not horrible here because you do have some pathways around the center, but I feel like the area with the gold base specifically blocks a lot of possible roots around the map that aren’t through the center. A comparison would be with the badlands map, which in my opinion has to many roots that circumvent the center [but that’s mainly due to the center being so narrow and unorthodox anyways]. >the gold bases are probably fine, but I feel like this map could be a lot better if that area was redone so that the map didn’t funnel everything through the center highground area so much. I know it’s a large area, I just feel like it’s a bit to generic. I mean the map has a lot of dead space by the looks of it at the corners. That’s more just taste that objectivity through.
Dark Origin >is it to small? It feels really small. What’s the nat-nat distance? >it seems really turtley on 3-4 bases >is there any defender’s advantage part 4 bases? does there need to be anymore? >idk what to make of this one
Badlands >looks nice. >possibly to open and not enough constriction of movement around the map, while the center might be to limiting on movement >is blink all in not an issue anymore?
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