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DF Shockwave - version 0.1 Uploaded - [NA] [EU] [KR] [SEA]
2 players playable 136x136 2 xel'naga towers 14 8m2g bases(12 expansions), 2 gold expansions
This map is an attempt to create something with a conventional expansion pattern, but with map features that make the more micro-oriented interactions more interesting. There are smokescreens and ramps laid throughout the map, that aim to make unit control and tactics more interesting and rewarding. The nonlinear pathing of the map, coupled with the xel'naga towers, should give players reasons to move all across the map, especially as they take more and more expansions.
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Love the platform aesthetic you've got going here. The natural (Or the area outside it rather) is cool, and the center I also find interesting. The Xel'Naga Towers are giving me a bit of a WoL vibe with how they're set up, which is a good thing I think.
Overall, I'm very impressed, I think an 8/10 from me.
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On April 27 2017 05:43 Solstice245 wrote: Love the platform aesthetic you've got going here. The natural (Or the area outside it rather) is cool, and the center I also find interesting. The Xel'Naga Towers are giving me a bit of a WoL vibe with how they're set up, which is a good thing I think.
Overall, I'm very impressed, I think an 8/10 from me. Those are exactly the things I was going for as I designed it, so I'm glad it came across for you. Thank you for the praise.
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I assume he's referring to Windwaker, which got renamed to Odyssey. Either way, I don't see any noteworthy similarity. I asked eagerly for feedback after Windwaker did as well as it did, and took the answers I got to heart. If the result is a good map, then I won't complain.
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Looks very nice, some points though.
In the overview the blue trimmings look as if there is dead airspace there, do you have any other fitting textures that would make the overview more clear?
The 3rd and 4th on the horizontal axis are quite close to eachother, could moving the 4th south of the gold base make for a more linear expansion timing as well as offering a bit of choice compared to the gold base, right now the gold looks to be an obvious 5th with not much choice behind it.
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As for the blue trim texture I used, it should be clear enough, as every part of the map is ultimately outlined in grey, the plates I used on the middle level terrain should serve to do just that at least.
And I don't think the gold is the obvious choice for a 5th either, reasonable but not mandatory. The base vertical from the natural might not be a suitable 3rd due to how open it is, but I believe it's another reasonable 4th or 5th base. Worthy of consideration is the path the opponent has to travel to move in on either of those bases, it's much more convenient for them to attack your gold base, and whereas holding the watchtower helps you hold the blue bases, they're more of a must to hold the gold bases.
While I believe this map lends itself to a horizontal expansion pattern, a vertical one also seems perfectly reasonable, given the right game state.
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There's very little similarity between this map and Odyssey.
I like this map but I have some concerns (have little time atm so if I repeat what others said already forgive me)
Both third options are fairly vulnerable but for different reasons. Vertically, the bases are wide open to multiple attack angles. I've never been a big fan of "tasteless secret hallways" like on Galactic Process, or here even if it is different and less obvious. Just the arm reaching around the map feels weird to me.
Horizontally/Diagonally, the third is positioned at the bottom of three direct ramps (similar to the gold base on Blood Boil), hugging very close noticeably to the base directly next to it. The positioning of that 4th mineral line feels really awkward to me, and makes it feel like its a struggle to take bases beyond that.
Like I said I didn't have much time to look but my concerns will either swing to it'll be easy for a player to grab 4 bases and struggle to take ones beyond that, or it'll be very easy to put aggression onto both the thirds that you'll see lots of 2.5 base play. I dunno, can't say without looking at some games played.
The blue bases by the watch towers feel really cramped but that could just be the overview. I feel like the gold bases aren't necessary and you could make the middle field more interesting by just removing them. Doing so might allow you to push the 4th horizontal base a bit farther away. Just would let the map have a bit more breathing room, in my opinion.
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On April 27 2017 18:26 Meavis wrote: The 3rd and 4th on the horizontal axis are quite close to eachother, could moving the 4th south of the gold base make for a more linear expansion timing as well as offering a bit of choice compared to the gold base, right now the gold looks to be an obvious 5th with not much choice behind it.
That was the first thing I noticed. Seems like expanding that direction is a little too good compared to the other. I wonder if the map would be a little bit better as a 144x144 or something (you could space the expos on that side better with the extra space, and maybe one or two passages could be a smidge bigger) - there's a lot going on for a 136x136 tbh.
But map is still pretty good imo
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I value the feedback. Even if gameplay would favor one line of expansion most of the time, I don't find that to be a big issue. It's not so linear to begin with that getting choked out of one expansion line just loses you the game, anyway, as long as it offers reasonable expansions for each race I think it's fine.
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