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| robodonut May 17 2012 12:12. Posts 8 | Profile # |
Entropy (1.6) Made by: robodonut Published on: [NA]
Map Overview (Click for Larger Image):
![[image loading]](http://i.imgur.com/eUZW2.png)
In-Game Description: Melee 1v1 -- No gimmicks
Introduction/Inspiration: This is a large 1v1 map (I think about as large as Tal'darim, cross spawn). I tried to include a little bit of everything for everyone. Diverse terrain, high ground, low ground, open space, chokes, near and distant expansions. Aesthetically, the map is inspired by Dual Sight and Bel'Shir Beach. An early version of the map was posted to reddit, and player feedback was incorporated into the map in an iterative process.
Data (Aesthetics): Texture Set: Bel'Shir Grass Light Bel'Shir Dirt Dark Bel'Shir Bricks Large Char Dirt Char Rock Char Dirt Cracked Meinhoff White Sand Monlyth Rock
Cliff Type: Char Organic Cliffs Bel'Shir Organic Cliffs
Data (Gameplay): Playable Bounds: 184x144 Mineral/Gas Counts: 12 base locations, each with 8 mineral patches and 2 vespene geysers.
Further Balance Comments: It has been suggested that this map may favor terran (and possibly zerg) and be more difficult for protoss. If anyone would like to comment on map balance, the input would be appreciated. Preferably with suggestions small/simple tweaks, rather than major restructuring.
Change Log: 1.6 Removed high-ground Xel'naga watchtowersLast edit: 2012-05-17 12:17:14 |
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| hillman United States. May 17 2012 12:54. Posts 140 | Profile # |
| It does have a Bel'Shir/Dualsight feel...I really like the looks of this and will have to try to play some customs with it |
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| Pyloss Germany. May 17 2012 23:02. Posts 402 | Profile # |
| Looks good! I would love to see a colorful map in some tournaments^^ |
| | <3 Grubby, White-Ra, CranK, Mana, Monchi, TaKe, Hasu, GoOdy, Socke <3 |
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| TheFish7 United States. May 18 2012 01:16. Posts 1283 | Profile # |
| There are a lot of great places to put siege tanks. I'm worried about the viability of holding a 3rd / 4th as Zerg or Protoss. You are kind of forced to control a huge area to secure them. Its the high ground areas directly south (right side spawn) of the 3rd and 4th that I'm looking at. perhaps the bit of high ground next to the xelnaga tower could become low ground? |
| | The special technique of Shadowboxin' | |
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| robodonut May 18 2012 05:41. Posts 8 | Profile # |
Trying this out, not sure if I like it:
![[image loading]](http://i.imgur.com/SAC9S.jpg)
Should be a little harder to hit with siege fire. It was sunken into the ground originally because I intended for that to be a gold expansion.Last edit: 2012-05-18 05:42:26 |
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| HelioSeven United States. May 26 2012 06:23. Posts 190 | Profile # |
Personally I liked the sunken fourth as opposed the high ground fourth change. Forces the defender to have control of the high ground above the fourth, and preferably the watchtower below it as well. It's not like the non-cliff-walking ground route from the fourth to the high ground is that long, either, the way the high ground above Korhal Compound's third is.
Glad to see it published, definitely gonna try it out later. |
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