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| Timetwister22 United States. May 26 2012 06:07. Posts 334 | Profile # |
Istan
Published on NA By TImetwister22 V 1.0
Features -Backdoor into main from natural. -Two high ground pods with Xel'naga watch towers that help secure fourth and fifth bases. -High ground harass area behind fourth blocked by rocks. -High ground harass cliff above fifth
Concept I decided to take an attempt at a dynamic map style that shifts the game as it progresses. I included a nat-third setup that would highly encourage map awareness in the early to mid game, while including a high ground pod that encourages high ground control in the later stages of the game.
Analyzer + Show Spoiler +
Playable: 146x130
Tileset Typhon Stone Tiles Auit Grass Shakuras Rock Cracked Monlyth Bricks Shakuras Sand Shakuras Dirt Cracked
Aesthetic Shots + Show Spoiler +
Change Log + Show Spoiler +
As always, feedback is more than welcome 
Last edit: 2012-05-29 12:20:18 |
| | ESV Mapmaking Team | twitter.com/ESV_Timetwister |
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| Gfire United States. May 26 2012 06:25. Posts 1480 | Profile # |
Interesting with the backdoor. I wonder if that will cause anything interesting to happen on it.
The map has an interesting layout. Feels kinda like bases four and five are a little easy to take, due to high base density of the last three bases. This might result on wonky games or games that get past two bases to get to five too quickly and cause the map to mine out too often, since there's no sixth base. Maybe the fifth should be moved a bit close to the opponent.
Feels like it could use a little more open space. Like the open parts could be a bit more open, without enlarging the chokes at all. It's a bit lacking in battlefields. It's hard to say just from the overview, though. I, probably more than most people, like well defined open and tight areas, so it's likely just my opinion, and not actually broken or anything, but it's the impression I get.
Generally, though, I like the real technical layout. It seems quite nice. |
| | ESV Mapmaking Team -- @TheGfire |
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| RumbleBadger May 26 2012 06:55. Posts 322 | Profile # |
Things I like: Your use of rocks. Pretty neat and novel ideas. They create dynamic pathing that changes throughout the game, which is very cool and follows along right with your main goal. I like the central high ground pieces. They are also very dynamic, in that they can be used as pathways or defense points. I like the pathing in general in the map. Lots of different pathways and lots of very fun positional quirks, but you probably know that better than I do.
Things I don't like: How open the third is. I like the set up and I like the loop in behind, but it's so difficult to hold. Have you considered removing the ramp that goes up to the third? It doesn't actually affect pathing too much because there is a ramp at a 90 degree angle right next to it. It would make the third defensible (reducing the number of two base all-ins) and would help solve the base density issue Gfire raised. It would make the fourth more of a commitment (though not too much of one). Like Gfire said I'd like a few more open areas. The choke sizes and density are too consistent throughout the map. For example the unpathable area equidistant between the third and the central choke could be reduced in size to make the areas near the center more open. This would create a more interesting dichotomy between the tight central choke and the surrounding area, which personally I think is good. Lastly, I don't like the lighting. It's too dark and too saturated. I think brightening it up a little would make the aesthetics shine a little bit more (because they really are gorgeous). Right now there isn't quite enough contrast between textures to see them at a glance.
Edit: I would also like to see another base some where. Just given the size of the map a sixth base is called for, but I have no idea where you would put it. The map layout doesn't lend itself to another base, I just personally think it needs one. Maybe you could squeeze one in on the opposite side of the main as the natural, but that would require some reworking of the high grounds which would change the whole feel of the map. Up to you.
Also I forgot to say that I do like this map. It's a good map, just not (imo) a really great one.Last edit: 2012-05-26 09:49:31 |
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| Aunvilgod May 26 2012 07:48. Posts 2063 | Profile # |
Cool way to rate a map...
Things I like: - innovation, the "Back"door. - aesthetics - rock placements - the center highgrounds (although they could be different, I come to that point later) - the area around the 4th/5th is really cute
Things I don´t like: - size compared to the number of bases. Seems a bit passive. - lack of innovation. I really feel like that every single recent high level map looks similar. The first map with that style of highgrounds was Muspelheim, then Conflict Region, now this... It certainly is an awesome feature but you could mix it up a bit more.
My suggestion:
+ Show Spoiler +
Also that main is gigantic. o.OLast edit: 2012-05-26 07:49:30 |
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| Yonnua United Kingdom. May 26 2012 08:19. Posts 1069 | Profile Blog # |
| I feel like the fourth onwards is hard to secure and that the backdoor will make PvP tough against 4gate because you now need 6 sentries to forcefield both ramps. Other than that seems decent. |
| | PartinG | NaNiwa | Creator | Mvp | Bomber | Oz | FanTaSy | JangBi |
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| TheFish7 United States. May 29 2012 08:39. Posts 1287 | Profile # |
| I just wanted to say that they aesthetics are super awesome! Very cool mix of different things. |
| | The special technique of Shadowboxin' | |
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| Inside.Out Canada. May 29 2012 09:21. Posts 553 | Profile Blog # |
| feels like split map scenarios might be kind of common on this map, maybe add a sixth base that's more in the center, so it pushes players together and rewards the one that controls most of the map |
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GMarshal United States. May 29 2012 11:02. Posts 20904 | Profile Blog # | |
| | "life of lively to live to life of full life thx to shield battery" The measure of a terrible day is when you go to bed thinking "man, I wish the zombie apocalypse would start already" | |
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