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Hello, this is a melee map I created. This is the first map I have posted on these forums, and I am planning on submitting it to the next map contest.
I'm sure there are plenty of issues with it, let me know what you think can be improved.
Stats: Size: 148 x 140 Bases: 14 Xel'Naga Towers: 0
More Full Map Images: + Show Spoiler +No Doodads: Terrain and Units: Game-play Angle:
Details: + Show Spoiler +
The map is uploaded to NA
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Could you give an example of Protoss walling off the natural? I think there might be some proportion issues with it. Otherwise the map seems pretty reasonable--the middle of the map probably would benefit from being somewhat less open.
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I don't play Protoss, so I'm no expert on what good walls look like. But, I think would look something like this: + Show Spoiler +
And what do you mean by making the middle less open? Do you think there should be more blockers, or should the very middle be a bit bigger to tighten up that choke?
Thanks for the suggestions
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On May 18 2018 11:39 Throne1 wrote:I don't play Protoss, so I'm no expert on what good walls look like. But, I think would look something like this: + Show Spoiler +And what do you mean by making the middle less open? Do you think there should be more blockers, or should the very middle be a bit bigger to tighten up that choke? Thanks for the suggestions
By less open, I mean there should be more chokes. Right now there's so much open space that zerg will get all the surrounds and engagements they want.
As for the wall-off it isn't good. A natural wall-off should generally be made of three buildings + a single unit, with the pylon not being part of the wall. Here's the season 2 Protoss wall-off guide for reference: https://imgur.com/a/fyswzyW. You occasionally get harder to wall maps like Neon Violet Square or Darkness Sanctuary (note that most Protosses find Darkness Sanctuary's wall very precarious as is), but this map's wall looks much harder than even that.
If you don't want PvZ to be a trainwreck, you need to either shrink the ramp, or change the layout so that the wall-off works (Blackpink uses a three wide ramp which can still be walled for example). The natural is a bit bigger than it needs to be so you can shrink it some to get the wall to work.
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I made some changes as you suggested. At the natural I made the ramp smaller, and pushed the high ground back a bit, it should be easier to wall in now. I also added a new clump to the center of the area just beyond the natural, which separates it into 2 corridors.
This is the old version: + Show Spoiler +No Doodads: Terrain and Units: Game-play Angle:
Thanks for the help
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