| eTcetRa Australia. May 02 2012 18:50. Posts 427 | Profile # |
Overview:
![[image loading]](http://i.imgur.com/Jzulp.jpg)
Map Name oZz Vaha v1.5 Map Bounds: 156x156 Bases: 16 (4-player rotational symmetry) Published on: SEA ONLY If anyone can instruct me in how to upload to different servers (I also have a NA account), it would be appreciated. Thanks!!
Images (more images in older versions below) + Show Spoiler +
Each "Quadrant" + Show Spoiler +
Older Versions
+ Show Spoiler [Version 1.4] +Overview:![[image loading]](http://i.imgur.com/tHFXS.jpg) Map Name oZz Vaha v1.4Map Bounds: 156x156Bases: 16 (4-player rotational symmetry)Published on: Not Yet PublishedAesthetics (more images in older version below) + Show Spoiler +Each "Quadrant"+ Show Spoiler + + Show Spoiler [Version 1.3] +![[image loading]](http://i.imgur.com/V2bZg.jpg) Map Name oZz VahaMap Bounds: 142x142Bases: 16 (4-player rotational symmetry)Published on: Not Yet PublishedAesthetics+ Show Spoiler +
Notes This is my first attempt at a four player rotational symmetry, I've tried to stay away from it for as long as I could (what with rampant positional imbalances and whatnot). But here it is at any rate. Enjoy.Last edit: 2012-05-14 21:25:20 |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| Inside.Out Canada. May 02 2012 19:05. Posts 551 | Profile Blog # |
| i think you need to widen the main ramp to the natural 3rd, or take out the rocks on the secondary. It looks a little too easy to hold the 3rd atm, but other than that very cool |
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| DYEAlabaster Canada. May 02 2012 19:07. Posts 992 | Profile Blog # |
This map smacks alot of Entombed Valley in the initial first 3 base layout and 'central' fourth.
The rush distance looks tiny though, would you happen to have the travel time? It just seems like nat-third is WAY too close in most positions |
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| eTcetRa Australia. May 02 2012 19:18. Posts 427 | Profile # |
With the current rock set up it tested cross positions being 50 seconds from main ramp to main ramp.
Edit: That is with a worker unit.Last edit: 2012-05-02 19:19:15 |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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Aunvilgod May 02 2012 19:53. Posts 2031 | Profile # |
| The only criticism I have is that you should make the ramp leading up to the 3rd bigger. Other than that this is a solid, quite pretty map. I like the highgrounds reachhing far into the middle. |
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| acgFork Canada. May 02 2012 19:53. Posts 395 | Profile Blog # |
| Seems a little too small. And you could use blink stalkers to really abuse the back of the main base. Harrassing seems really easy on this map. |
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| eTcetRa Australia. May 02 2012 21:07. Posts 427 | Profile # |
I agree that it feels a bit too small and will probably be spreading out the four spawns further, increasing the openness between the thirds.
Also will likely move the mains mineral lines away from the open cliff, figured it will be too abusable by tanks and the like aswell. |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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Aunvilgod May 02 2012 21:27. Posts 2031 | Profile # |
On May 02 2012 21:07 eTcetRa wrote: I agree that it feels a bit too small and will probably be spreading out the four spawns further, increasing the openness between the thirds.
Also will likely move the mains mineral lines away from the open cliff, figured it will be too abusable by tanks and the like aswell.
In my opinion the map is big enough. Moving the minerals away from the edge seems to be a good idea though. |
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| RumbleBadger May 02 2012 22:23. Posts 322 | Profile # |
| Right now a third for a counter-clockwise spawning player is much easier than a clockwise spawning player due to the rocks to the left of the natural. Have you considered deleting those ones? Or making the ramp a little wider than the rocks to let units get a better surround on the rocks? |
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| Hayang United States. May 03 2012 00:10. Posts 22 | Profile # |
| I hope a map like this gets into circulation, it's BEAUTIFUL. |
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| ArcticRaven France. May 03 2012 05:33. Posts 1163 | Profile # |
On May 02 2012 22:23 RumbleBadger wrote: Right now a third for a counter-clockwise spawning player is much easier than a clockwise spawning player due to the rocks to the left of the natural. Have you considered deleting those ones? Or making the ramp a little wider than the rocks to let units get a better surround on the rocks?
This. Also i think there should be a gap between this base and the main above as to avoid pylon abuse by the other player, as well as reduce the effectiveness of blink stalkers.
An excellent map overall. Well played. Why no analyser pics ? I'd like to know the rush distances especially.Last edit: 2012-05-03 05:36:30 |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| DYEAlabaster Canada. May 03 2012 05:37. Posts 992 | Profile Blog # |
On May 02 2012 19:18 eTcetRa wrote: With the current rock set up it tested cross positions being 50 seconds from main ramp to main ramp.
Edit: That is with a worker unit.
The main-main distance is fine. What is the nat-third distance. That is what seems too small. |
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| lindn Sweden. May 03 2012 06:59. Posts 830 | Profile # |
playing vs mech on this map .__.
Just depressing, you have no movement area, 2 steps left and he's sieging your 3rd unless it's cross spawn only. this is even worse than entombed valley. To pull something like this off the map has to be a lot bigger |
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| eTcetRa Australia. May 08 2012 22:29. Posts 427 | Profile # |
Increased the bounds of the map and spread the four spawns out, which increased the gaps between each spawn by 5 squares.
Some pictures outside the natural/third to show the difference. Before and After.
![[image loading]](http://i.imgur.com/CynIh.jpg)
![[image loading]](http://i.imgur.com/NFaPH.jpg)
Also rearranged the rocks and moved the main's mineral lines. Will update OP once I've fixed the aesthetics on the map. |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| ArcticRaven France. May 09 2012 00:24. Posts 1163 | Profile # |
I'll wait to see what it gives (: don't forget to remove the rocks and fix the alternate third !  |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| Leviance Germany. May 09 2012 01:52. Posts 3207 | Profile # |
I really like the looks of this map  |
| | "Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen |
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WniO United States. May 09 2012 03:33. Posts 2704 | Profile Blog # |
| oh wow, this is the best map ive seen in a long time. kickass textures and finally someone makes a natural setup thats not a ripoff of funcomodes sanct map, seriously the last 30 maps have had that same split natural ramp deal. |
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| ArcticRaven France. May 09 2012 04:04. Posts 1163 | Profile # |
Just saw something that rprobably shouldn't have taken me this long.
The whole main mineral line is siegeable from the third underneath ^^ |
| | [EatThePath] I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem. |
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| eTcetRa Australia. May 09 2012 15:07. Posts 427 | Profile # |
Updated to version 1.4.
Notable changes are: - Map bounds increased with each "quadrant" spread apart. - The main mineral line has been moved. - Rocks outside natural have been moved. - Central ramp to third has had its width increased.
With these changes I hoped to open the map out beyond your "fortress" which I consider to be the main-nat-centralthird in this map. And make it easier for a player spawning counter-clockwise from the enemy.
Thanks for the feedback so far  Last edit: 2012-05-09 15:08:46 |
| | Electra the Fabulous! DreamForge Mapmaker - Latest Map: DF Yeonsu (SEA/US) |
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| shredster Sweden. May 09 2012 15:53. Posts 21 | Profile # |
Looks good, love the aesthetics. But is that a swastika in the middle? :o I'm probably just seeing things. |
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