|
Zhakul Strife
-published on EU
4 player map designed for 1v1
160x160 playable bounds. 14 bases total. Tileset: Zhakul´Das (small tiles switched to Shakuras hextiles)
I wanted to create a map like Lost Temple and Metalopolis, but without the huge issues when spawning in close positions.
Overview (angled):+ Show Spoiler + Analyzer:+ Show Spoiler + Additional pics:+ Show Spoiler + My Map Thread
|
Very nice texture work, and the layout is fresh. Looks great!
|
Thanks! I don´t suspect I´ll get a high score for originality though I was going for a standard, solid and balanced gameplay. When I´m done with the 3 player map for next MotM, I will try and create a truly original 4 player map.
|
I really like the towers and the gold bases in the center. Every part of this map looks interesting early-late game. I think you succeeded with what you set out to do, and the map has nice visuals as well.
I have a map in progress (since... forever lol) that has very similar structure. The close spawns and the stuff in between is set up very much the same. What I did is put rocks on the outside connection to the tower, so on your map, it would be between the stone cliff and the edge of the ramp from the natural, one rock on either side of the tower housing. This way you can only reach the tower at first by going down the ramp from center, making it something you have to go out of your way to check. And the distance between the naturals increases anyway. So overall they feel much farther apart, and it adds some interesting options for the players.
|
I really hope this becomes one of the finalists in this month's competition. I've always loved Zhakul'Das if it can be made to look nice, which I've never been able to do. It's design reminds me of Decline, but it looks original in its own way as well. The map is very positionally balanced and the match ups are similar depending on spawns, which is a good thing.
Great map, my favorite for this month!
|
Good job!
Standard maps are always appealing to me. My main concern is that there is basically only one attack path through the center that will generally be used since the two side ones are quite narrow and considerably longer ( this is of course unless the middle blue expos are taken, which will be less common when spawning in positions that requires attacks through the center). A single attack path is not necesarily a bad thing, but a lot of maps that have recieved good feedback have had a lot of attack paths, for example the GSL maps. I fear that terran siege pushes through the center might become super effective.
Edit: I guess one way of partially solving this issue would be to remove the open area behind the gold mineral line so that the expo is tucked against the wall and harrasable from the high ground. I think this would increase theusage of the side paths and make for more dynamic games, but I would need to test this a lot.
Anyways, this is just my humble opinion, I would like to hear your thought on this issue
Otherwise a great map overall.
|
On March 10 2011 08:46 Penke wrote:+ Show Spoiler +Good job! Standard maps are always appealing to me. My main concern is that there is basically only one attack path through the center that will generally be used since the two side ones are quite narrow and considerably longer ( this is of course unless the middle blue expos are taken, which will be less common when spawning in positions that requires attacks through the center). A single attack path is not necesarily a bad thing, but a lot of maps that have recieved good feedback have had a lot of attack paths, for example the GSL maps. I fear that terran siege pushes through the center might become super effective. Edit: I guess one way of partially solving this issue would be to remove the open area behind the gold mineral line so that the expo is tucked against the wall and harrasable from the high ground. I think this would increase theusage of the side paths and make for more dynamic games, but I would need to test this a lot. Anyways, this is just my humble opinion, I would like to hear your thought on this issue Otherwise a great map overall.
Thanks! The watchtowers on the central low grounds should add some variations to the pushes through the center and possibly enable ambushes/flank attacks.
You do have some good points though. What about moving the gold ramps to make more direct side paths?:+ Show Spoiler +I also narrowed the gap behind the mineral line as you suggested. Unfortunately I haven´t had the time to test all the variations. Most of my testing was concerned with close spawn issues, and the test games I observed went quite well.
Edit: thanks ETP & Antares
|
I like the alternate gold ramps that you suggested above. I'm not entirely convinced that, with the gold ramps altered, the gap would need to be narrowed. (If I might offer my 2 cents ).
Except for agreeing about the need for more viable side paths, I love the map. Is/Where is it published currently? EU?
|
This map has a lot of sex appeal. Very cool layout!
|
|
|
|