Map Dimensions: 136 x 192 :: Playable 116 x 164 Main Ramp -> Main Ramp : 41 seconds Natural Choke -> Natural Choke : 35 seconds Playable Area: ~18,500 (Guesswork based on non-flyable areas) 1 Central Xel'Naga Tower
Design Philosophies: Narrow map with reasonable long map distance from base to base. Choice of 3rds between defensive and aggressive options. The map can be played in three ways: Left v Right, Top v Bottom, or Bot L v Top R. Large non-flyable areas in the corners and close to the edge of the platform limits air play to be over ground-pathable areas with some limited exceptions, drop play is achievable but must be executed precisely and likely with a distraction.
Variable terrain featuring high-low-high areas, open areas, and some very abusable choke points (especially the one to the left of the low-ground third)
Terrain features a protoss temple being over-taken with zerg. Varying color schemes depending on the area, and some "sanctity zones" near still functioning protoss power crystals.
I'd like to think that the map is 90% complete, but I would welcome any constructive criticism or ideas. I'd also like to than (NA) Leakyfaucet for some in-depth analysis and consulting for balancing the map.
Chrysalis Hosted on US, EU Authored by: MoonStone
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Aesthetics + Show Spoiler +
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Overall you have some cool concepts going on here. Generally i think the layout works I especially like how you can play the map in different ways, but there are a few things I think you should be careful about:
- Having 2nd layer high-ground next to the low-ground makes for some awkward camera angles sometimes, and unit can hide from the camera, this looks to be a little problematic for example with the base right above the main. its not game breaking.
- The double ramps right outside the natural feel very awkward and can lead to some stupid unit pathing in some cases, and generally ramps in cardinal directions are pretty iffy for things like forcefield etc., i'd suggest making one larger diagonal ramp.
- No fly zones are also a little tricky, because players might not realize that you can't fly there and that can lead to some pain points. I'd definitely try to use the map a little better you have a ton of dead space. its also a lot of plain cliffs with creep on them which looks a little boring maybe.
- Aesthetics are pretty cool, and i like the overall theme, however the actual map feels a little barren to me, i'd attempt to stick some more foliage in the corners next to ramps etc. and I don't like the texturing at all, try to stick to a clear style of texturing for each level, right now you have a mish-mash of all your textures on every level. Like, sometimes your 1st level is blueish, sometimes its green, some places it even has tiles, and in some places there are grass on the low-ground in some places there aren't. Consistency is key here, it will also help players realize what level they are on more quickly. It can be cool to incorporate some hard edges in some places with the texturing, or maybe a trim the follows the edge of the cliff. Ascension to Aiur and Bel'Shir Vestige should provide some good reference for where you could take your map in regards to texturing.
Overall a cool map with a lot of promise, even if what I said sounds like a lot, its all just concerns to take into consideration, maybe even just for your next map. Keep at it!
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