|
Animal 160x132
NA-EU-KR-SE
Overview: (removed rocks on 12 and 6 oclock bases)
Other Pictures: + Show Spoiler +
This is a large macro oriented map with 6 bases per player, as well as two golds in the middle ravines. This gold bases are designed to be late game focus points without becomes 'winners bases.' The worker AI allows you to rally and mine from one side without the workers automatically moving to the other side. This means you control of high ground but not the other, you can still get precious mining done when other bases are low. I also wanted to emphasize the importance of high ground as well the flow of armies from one high ground to another.
There is are large open areas in front the 'zerg' 3rd and 4th to allow for defense of those bases as zerg before beefier units are out. There are also 2 third options, one is closer by air and one is closer by ground. The close by air option requires taking out some rocks to open the path, I can see Terran taking this base as a third by floating down a command center. Of course, the other 3rd is a standard option as well. The choice of thirds also leads into a choice for a 4th as well. Do you continue expanding in a line? The choice is yours.
I also expect to see the 12 and 6 oclock bases to be a point of contintion later on as well. Once those rocks are torn down, the edges of the map become much more open.
Aslo, the Xel'naga is as strong point, but also encourages the edges of the map to be used for movement. The XWT can see the some of the gold bases, but cannot see if a command/nexus/hatch is being contructed. Creep, of course, will give a hatch away.
As an aside, this is my first map in a loooong while, good to be in the editor again!
|
Nice one. Interesting aesthetic look. Layout has some cool things going on.
Idk if the golds are practical (highgrounds on either side and in the middle of the map.. seems pretty dang hard to defend) but they look cool at least
I like the lanes through the middle.
One nitpick is the main town hall to nat town hall distance is probably too large.
|
Wow. This map concept is slick. I don't think I'd call it a large macro map though--seems like a pretty medium sized map, not that that's a bad thing.
I agree with Fatam that the golds aren't too practical. I think they'd have to be further from the middle for them to work.
The width of the lanes also worry me. With forcefields and liberators it seems really difficult to find the surface area to engage properly, especially as zerg. I think the map would benefit from being a bit larger overall.
|
I'd open the 12/6 o'clock from the 4th's side. Other than that, the map looks good.
|
On May 22 2017 14:59 ZigguratOfUr wrote: Wow. This map concept is slick. I don't think I'd call it a large macro map though--seems like a pretty medium sized map, not that that's a bad thing.
I agree with Fatam that the golds aren't too practical. I think they'd have to be further from the middle for them to work.
The width of the lanes also worry me. With forcefields and liberators it seems really difficult to find the surface area to engage properly, especially as zerg. I think the map would benefit from being a bit larger overall.
Back in my day, a map this big was a large macro map, we didn't need to no minerals and we was bettah fur it lol
I think the width of the lane seems deceiving from the overview, the middle high is almost a whole in game screen in the middle, but yes, there are good positions to try and catch things.
|
I adore those aesthetics, awesome!
Otherwise I think the 3rd might be a bit difficult to hold.
|
this map looks like a nightmare to manouver around, might even win a tlmc
|
Love the layout and the aesthetics and I think the gold is fine. It's not a take only when won anyways base because its distance from the natu ramp is quite low and you can transfer when sieged.
The only thing I'm personally not a fan of is that super important watchtower
|
On May 23 2017 07:07 Meavis wrote: this map looks like a nightmare to manouver around, might even win a tlmc
|
On May 23 2017 07:07 Insidioussc2 wrote: Love the layout and the aesthetics and I think the gold is fine. It's not a take only when won anyways base because its distance from the natu ramp is quite low and you can transfer when sieged.
The only thing I'm personally not a fan of is that super important watchtower
The watchtower is very strong. I wanted to make just smashing an army straight down the middle a little harder early on and ecourage movement around the map, but I'm not married to it. I'm also not completely married to the rocks on the 6 and 12 bases
|
Like this map, doesnt look as good from the overview, but looks awesome when zoomed in. The middle gold bases are weird as hell.
|
On May 23 2017 22:18 Lycanthoss wrote: Like this map, doesnt look as good from the overview, but looks awesome when zoomed in. The middle gold bases are weird as hell.
Thanks,
The aesthetics are definatley not as overview friendly as some, but I think it's at least readable.
|
This map seems really cool, I love how the middle corridor connects to the two natural expansions without creating a direct path. The side ravines and Cloud Kingdom styled main-nat-third design really work well together. Sometimes the gold bases can be in locations that are "win-more," but here it doesn't seem like that is the case. I also like how they are split, it makes harassing them from the cliffs interesting since you could attack from either side.
I really think the aesthetics here are beautiful! You did an amazing job! I wish I was this skilled at aesthetics. The plate textures on the low ground ravines look especially cool.
One minor critique I want to bring up is about the main bases. I try not to have the mineral lines be horizontal and set them up either diagonnal or vertical so that ZvZ won't have positional imbalance where one side's eggs hatch closer to the mineral line than his/her opponent's minerals. Just an extremely minor thing and won't matter 99/100 games anyway, but I thought I'd bring it up.
|
On May 23 2017 23:40 Antares777 wrote: This map seems really cool, I love how the middle corridor connects to the two natural expansions without creating a direct path. The side ravines and Cloud Kingdom styled main-nat-third design really work well together. Sometimes the gold bases can be in locations that are "win-more," but here it doesn't seem like that is the case. I also like how they are split, it makes harassing them from the cliffs interesting since you could attack from either side.
I really think the aesthetics here are beautiful! You did an amazing job! I wish I was this skilled at aesthetics. The plate textures on the low ground ravines look especially cool.
One minor critique I want to bring up is about the main bases. I try not to have the mineral lines be horizontal and set them up either diagonnal or vertical so that ZvZ won't have positional imbalance where one side's eggs hatch closer to the mineral line than his/her opponent's minerals. Just an extremely minor thing and won't matter 99/100 games anyway, but I thought I'd bring it up.
Thanks for the kind words. On the Z/Z thing, I had not considered that. I may well update with diagonal lines when I make an update.
|
|
|
|