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Update!! Version 0.2 has been uploaded to the NA servers!!! (12/20/2010)
Chromatic Caverns
Hello all! I'm back with another 1v1 map! This map was designed and has had basic texturing in about 2 hours.
The playable map size is 111x123
I don't have time at this moment to get Analyzer photos, as my Wife is rushing me to go over to my Mothers house for an early Christmas get together.....
Anyways, back onto the map. I wanted to make a fun, high aggression 1v1 map, with an easy natural to capture, but a tough Third to hold on to.
Each Third has two entrances. The Xel Naga tower cannot see the Town Center placed at the Third Expand. If a tank is at the Xel, it cannot shell the entire ramps to the third bases.
The Rush distance is 175.2 by walking from base to base
The Map is uploaded to the NA Battle.Net servers. If anybody would like to upload this Beta to EU or SEA, please send me a PM or leave a comment.
Here's some photos!
+ Show Spoiler +You may have to copy the photo link and paste it to view the whole photo. Overview Main and Natural Third Gold's and Xel Naga Analyzer photos + Show Spoiler +
Just search 'Chromatic Cavern' on the NA Battle.net server to play!
Any feedback would be awesome.
Thanks.
-LoLIsh
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I like the map overall you just gotta make it look nice now! It would help to get some map analysis (rush distances, towers sight range) everything like that.
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sexy map layout!
I am really enjoying the triple ramp to get into your opponents main.
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At first, looks like a very simple and good designed map, but that isnt bad in general. But a few things maybe leading to bad gameplay. There are way to less Expansions. I would at least add a base between the ramp of your natural and the thrid. Also the positions of the third could lead to a two base play because either a player can defend both thirds or non of them.
Please don't missunderstand that: It's just an overview. Can't say whether this would really happen ingame but withput play I could imagine.
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United States9646 Posts
add a base in between the natural and 3rd.
other wise, i like the layout, just too small of a map, imo.
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agree with the above two posts. i will test this tonight but it seems to me like if you put a base in between the nat. ramp and your opponents third ramp, the map would be vastly improved. there is even an area that seems to be perfectly shaped for an expo right there. otherwise the map design is really nice. it is simple, yet there seems to be many positional and tactical options you can use. i like no destructible rocks :D
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You can't just plop an expansion there. You'd have to expand the terrain to fit one in
Also, perhaps its just me, but the northern choke in the middle seems a bit tighter than the southern one.
Looks like a good start!
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I concur that there aren't quite enough expo's. The area just outside the ramp up to the natural is perfect for an additional expo, you might want to slightly widen that part of the map if you do so. Perhaps turning the current thirds into gold expo's is another thing you could consider.
Are the big holes in the centre supposed to be different sizes? I'm guessing this is unintentional, but the north definitely looks larger than the south.
Besides that looks solid, will be nice to see it finished.
I'm curious what the rush time is too, any idea?
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Like Miragee said, there needs to be more expansions. This map, due to fast rush distances, extremely hard to defend thirds, and lack of over expansions would influence only one base plays. As a Zerg player, I'd be terrified of early aggression on this map.
I think that you can add another base off to the side of the natural and make the map longer. This is only a suggestion though.
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Thanks for the feedback you guys. I posted a reply yesterday, but I guess it didn't go through. =/
@ Flash
The map was ment to be small. I wanted a small 1v1, with high aggression and an 'in your face' style of play.
@Grok
You're right. I'm going to remove the holes and change their location.
I'm going to add a Gold Expand to the map. Sorry Dark, but there will be rocks.
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i would just make the rush distances a little longer (maybe via destructible rocks) and add 2 island expos (maybe make the map a little bigger)
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It's not very chromatic so far. I really hope you come up with something to justify that name. Shiny crystals in various colours or something. It also looks cool if you place omnilights in the holes, you can create nice transitions if you place differently coloured ones at different heights, like a cyan light at 8 and a violet one at 5 or so. Me wants me colours! :D
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i don't think games will go past 15 minutes on that map TBH
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Looks like pylons in the third can warp into the main :O
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@ Koagel
I'm just updating the layout and slapping basic texturing on the map until I get the layout 100% final. Then I will work towards the theme. Thanks for the suggestions too!
The rush distance stays. The map isn't meant to be played for an hour. If you want a long game, turtle.
By the way, I updated the first post. Version 0.2 is uploaded to the NA servers.
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this map is defined by the color gray.
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How warm and kind your words are. Please, explain.
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I like the non chromatic ness of it. Just cover it with light doodads, awesomeness will ensue
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On second thought, I don't like where I placed the Third. It's going to change, just a little bit. The same goes for the hole in the ground. I feel it makes you fight a lot at the Third base, rather out in the open.
Hopefully the next update (probably late tonight) will be the last layout change, then I can crunch out the visuals.
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I was thinking the same thing.
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