Description: I've finally made a map that I kinda like both design-wise and aesthetics-wise. It's a two-in-one map. The top-left/bottom-right configuration is quite standard with options for thirds and hopefully interesting lanes in the centre of the map. The top-right/bottom-left configuration is slightly more unusual with one of the options for the third being stuck right next to an important watchtower and furthermore being right in the shortest path between the players. I think it can be taken quite interestingly in some match-ups. Of course you can always take the more standard third vertically adjacent to the natural.
All the doodad walls in the middle of the map block line of sight. There's overlord spots adjacent to all the naturals and on top of the burning high ground in front of the thirds on the top-left/bottom-right diagonal. The mains aren't too reaper-friendly with only the area adjacent to the naturals being jumpable (though reapers are probably still decent when in top-right/bottom left spawns). Otherwise the map is pretty self-explanatory.
Pretty sweet map, good job! A few thoughts on my end which I will just try to describe as best as I can (Can't do any good MSpainting...at work at the moment..haha)
The horizontal 3rd base (For 11 & 5 spawns) - I would take the gas that's closest to the middle and move it so it's closer to your natural. Makes both gasses a little safer and will also open up movement around the ramp a little easier. Super easy and quick change but would make it much better.
The rocks at the natural for the 11 & 5 bases seem....weird? Why not just get rid of the rocks / add doodads to choke it off / or just shrink the entrance point since you have plenty of space from the other side to do that.
Not sure I'm the biggest fan of the choice of bases for the 1 & 7 spawn bases. You're basically forced to expand vertically, which isn't bad because I do like the main/nat/3rd/4th expansion (assuming you take the vertical lowground 4th) but I think the other option is really weird. Taking the forward base with the watchtower seems way too gimmicky and I don't see ever getting used except MAYBE by zerg. I suppose a mech terran could eventually take it after they take the other 3 or 4 bases and it'd set up an awesome pfort mech spot but otherwise I think you either need to move that base (maybe move it just to hug the mains for the 1 & 7 spawns?) it's a boring way to do it but could work.
*After looking at it for another ~5-10 min*
The more and more I think about it I wonder how the map would look if you just chopped off the NE and SW main/natural bases and just had a 1v1 map with 11 & 5 spawns. You could then keep the watchtowers where they are but move that base by the watchtowers closer to the corner where the main/natural was. Actually, it might be a stronger map just doing it that way but it would also get rid of your 2 in 1 style. You might also be able to then shrink the map a tiny bit? 148x148 isn't huge but maybe bringing it down to some type of 148x130 for a 1v1 map could work just as well.
I really do like the middle of the map with the major pathways that go NW/SE and the smaller chokes that go NE/SW. I also do like the placement of the towers to be able to see good chunks of those passages. Just having non-straight passages in the middle since you do the smallest of curves make it look really nice. A+ work with that.
Either way, just some initial thoughts after looking at the map. Again, I didn't have time to play the map because I'm at work so take these thoughts however you will. Keep up the mapping Zigg, hope to see you submit some more maps during the next TLMC (whenever that may be...)
On July 25 2017 21:33 SidianTheBard wrote: Pretty sweet map, good job! A few thoughts on my end which I will just try to describe as best as I can (Can't do any good MSpainting...at work at the moment..haha)
The horizontal 3rd base (For 11 & 5 spawns) - I would take the gas that's closest to the middle and move it so it's closer to your natural. Makes both gasses a little safer and will also open up movement around the ramp a little easier. Super easy and quick change but would make it much better.
The rocks at the natural for the 11 & 5 bases seem....weird? Why not just get rid of the rocks / add doodads to choke it off / or just shrink the entrance point since you have plenty of space from the other side to do that.
Not sure I'm the biggest fan of the choice of bases for the 1 & 7 spawn bases. You're basically forced to expand vertically, which isn't bad because I do like the main/nat/3rd/4th expansion (assuming you take the vertical lowground 4th) but I think the other option is really weird. Taking the forward base with the watchtower seems way too gimmicky and I don't see ever getting used except MAYBE by zerg. I suppose a mech terran could eventually take it after they take the other 3 or 4 bases and it'd set up an awesome pfort mech spot but otherwise I think you either need to move that base (maybe move it just to hug the mains for the 1 & 7 spawns?) it's a boring way to do it but could work.
*After looking at it for another ~5-10 min*
The more and more I think about it I wonder how the map would look if you just chopped off the NE and SW main/natural bases and just had a 1v1 map with 11 & 5 spawns. You could then keep the watchtowers where they are but move that base by the watchtowers closer to the corner where the main/natural was. Actually, it might be a stronger map just doing it that way but it would also get rid of your 2 in 1 style. You might also be able to then shrink the map a tiny bit? 148x148 isn't huge but maybe bringing it down to some type of 148x130 for a 1v1 map could work just as well.
I really do like the middle of the map with the major pathways that go NW/SE and the smaller chokes that go NE/SW. I also do like the placement of the towers to be able to see good chunks of those passages. Just having non-straight passages in the middle since you do the smallest of curves make it look really nice. A+ work with that.
Either way, just some initial thoughts after looking at the map. Again, I didn't have time to play the map because I'm at work so take these thoughts however you will. Keep up the mapping Zigg, hope to see you submit some more maps during the next TLMC (whenever that may be...)
Thanks for the feedback. I don't think I'm quite prepared to drop the 2 in 1 concept entirely just yet, since part of what makes the middle interesting to me is how it plays differently for the two set of spawns. As for the watchtower base, I knew it was a bit of a stretch--not sure how I'm going to make it more palatable. Your suggestions for the horizontal third and natural rocks make sense. I'll keep all this in mind when I update this map (which unfortunately won't be for a few weeks since I'm travelling).
Does mining from the watchtower base with small saturation cause it to constantly switch on/off, or is the distance so that it always/never activated by workers?
On July 27 2017 03:54 opisska wrote: Does mining from the watchtower base with small saturation cause it to constantly switch on/off, or is the distance so that it always/never activated by workers?
Never gets activated when they are mining normally.
Pretty cool stuff, not really a fan of 2n1 maps but it's good. A couple of the rocks are weird/almost pointless as sidian mentioned. Neat aesthetic theme, digging that
First, I really like the tileset and aesthetics. Reminds me of Sunken Temple (?) from Warcraft 3 <3. From a players perspective, I agree with what Sidian suggested. The bottom left top right spawns look interesting, those make me feel I will have to play the map to judge, overall, this map looks awesome. Cant wait to get some people to play on it.
Minor update removing the natural rocks, and changing the position of the gas on the 12/6 o'clock bases.
I spent some time trying to change the watchtower bases (changing it to a gold, trying to make it high ground, moving it closer in, trying to tuck it below the main), but each attempt felt less than satisfactory. Leaving it as is as an interesting fourth or fifth was just better, though it does mean there isn't much choice of third in top-right/bottom-left spawns.
On August 25 2017 14:57 IIEclipseII wrote: The map is way too open
I knew it was definitely on the more open end of the spectrum, but I didn't think it was too open. It's comparable in openness to Odyssey I think. Maybe I should add a few roundabouts.