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Hey all, I'm back with another map! The layout for this one I'd had sitting in my WIP folder for weeks, maybe even a month, but I finally decided to get around to decorating it last week. In the end, I'm wondering why the heck I hadn't done it sooner. Far as design was concerned, I hadn't started off intending it, but I see this map is bit of an attempt at a mashup between AVEX's Blackpink and NegetiveZero's Catalyst, but on a more miniaturized scale. With aesthetics, I kinda knew from the start I wanted to go for a swamp look, but I didn't immediately decide how I was gonna execute it. (Hence why it sat, pretty much a blank layout for a long time) When I picked it back up few days ago, I was playing around with some of the Nova sewer doodads, and decided I was gonna be making prominent use of them, and it set off from there. I did end up washing out a bit of the swamp theme, but I think what I have with the man-made portions of the aesthetics really amplifies the swamp feeling I was going for without making it overbearing and same-y throughout the entire map. Map Specifications
ServersNA | EU | KRMap Bounds: 144x136 Rush DistanceMain to main: 38 seconds Natural to natural: 31 seconds Tileset+ Show Spoiler [Disclaimer] +Avernus Dirt (2) is using the same texture as Averus Dirt, but is using a different normal map. (Many, if not all the textures in this set are using a non-default normal map) + Show Spoiler [Change Log] + Current: 1.Updated the high-ground and main texturing to both be man-made areas 2.Edited the high-ground area extending from the 3rd to not be as long, allowing low-ground passage to the vertical 4th 3.Added rocks to the ramp leading directly to the natural, and to the frontal entrance to the 3rd. 4. Widened the 2-wide ramp on the highground 4th to a 3-wide ramp. 5. Widened the choke in the center.
+ Show Spoiler [Aesthetics] ++ Show Spoiler [Previous iterations] +
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This map is quite hard to read--even ignoring the lens flares, the brown shapes on purple make it hard to make out what's going on in the middle of the map. The third feels a bit iffy to me with the small choke between it and the natural which means pretty accessible to the attacker. It might lead to some abuse. Also can the natural gas be sieged from the other side of the gap? If so it could be tucked back. The corners are a bit far away maybe. Especially if the expansion pattern is mainly vertical as it seems likely to be.
And I don't see much of a resemblance with Blackpink or Catalyst tbh.
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So, looking at this afterwards, I am discovering some issues, mainly to do with the vertical 4th. If you are playing versus a Terran, that base is basically a death trap, due to siege tank abusability. Not only could Siege Tanks range the 4th CC from the high ground cliff, but they could also put the entirety of the ramp down to it from the 3rd into their range. Needless to say, I am making adjustments to fix this.
@ZigguratOfUr I think I agree with your assessment on the 3rd, I am making adjustments to that choke between it and the nat to be less choked. And yes, there is one geyser that is vulnerable to siege tanks in the natural, making adjustments there as well. And I suppose my comparison the Blackpink and Catalyst maybe just because when I made the layout I kinda had those maps in mind, even if the results aren't necessarily gonna play like either at all.
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The third seems a bit weirdly placed, including that drop area behind the mineral line. The ramps in the middle may need some type of markers or clearer texturing with that dirt tileset. I really dont know what id take as a 5th since the corner is so tucked away.
I do like the general cliffing and sectioning off of the map though, could be a pretty nice map if you keep improving it.
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With updates, this is kinda what I've got so far. Keep in mind the changes on the corner are a bit half baked, but I'm hoping it's moving in a direction where it ends up better than before.
One thing I'm wondering is how much I could improve space usage surrounding the natural, the shape of the mineral line used to need a space about as big as it is, but now that isn't the case, so I'm wondering what to do with it. (Unless, maybe it's fine, for the sake of building space)
+ Show Spoiler [Map Preview] +
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The update is a step in the right direction, and shows that you recognize some of the balance issues the map had. I'd suggest increasing the map size so that you have more space to work with. Many of the bases need congested and close together, and a larger map size might give you the liberty you need to space them properly so that no mineral lines are threatened by siege units at the expense of the layout. Space usage can be improved most easily by just increasing the map size.
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I think its those doodad walls that are creating weird space issues, and the ramp location relative to where you can wall off at your nat. Usually you dont find cases where your ramp is exposed outside of your wall. If you want the lowground ramp to be the walloff you could do something like abyssal reef that has a "similar" 1/2/3 layout where the ramp and path to third are more practical to wall. If you werent looking for that type of setup maybe play around with the ramp positioning and designated walloff spot.
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I worked out a way to phase out all the lense flares, so I can now provide a much clearer overview. (Image provided in OP)
Not much has changed in terms of layout, all I've done since the last update is widen the choke between the natural and the 3rd a bit.
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Couldn't you just FF the nat and walk up the main ramp, or FF the main ramp and go to town on the nat? Early sentry push ftw.
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to be fair FF'ing the main ramp and attacking the nat is something you can do on almost any map
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On December 11 2017 17:04 Fatam wrote: to be fair FF'ing the main ramp and attacking the nat is something you can do on almost any map
It's a bit easier here than on most maps due to where the ramp is positioned. Sequencer never had a problem with that though so it should be fine. Ravagers good unit.
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Yea true, the thirds were rocked off on sequencer though i think so you could safely park your army in front of said ramp and a walloff. Not a deal breaker though either way. By the way the corners of the map are 10x better.
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Made numerous changes, both to the layout and aesthetics, details of the changes and image provided in OP.
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