On May 31 2012 08:28 LunaSaint wrote: Hmmm, I like how it's very attractive to camp on the highground by the third and secure all three bases, but doing so would leave you with a long walk to the main. In fact, air play seems obnoxious in general. On the aesthetics issues, I really don't like the way the sand transitions into the bricks. But that might just be the overview - could we get a closer image? :>
Indeed, I kinda try to encourage air units. Mutas are virtually useless in the metagame though, except for very rare situations in ZvP. And I don't mind mutas in ZvZ. I can get some close up images soon.
On May 31 2012 08:56 RumbleBadger wrote: As much as I love parts of this map, the fact that the CCW spawning player gets a massively easier third kills it for me. Would it be the end of the world to flip the natural around and make the path to that base shorter? It messes with the style of the map a little, but it's still a good map either way.
Hmm I intend both players to take the same third. One person gets closer to the opponent by air, and the other's natural is more vulnerable throughout the entire game. I think the positional balance is alright now.
On May 31 2012 10:29 EatThePath wrote:Small easy adjustment you can make that will help a lot with zerg taking the lefthand 3rd: Use a small cardinal direction ramp (the minimum size) to allow creep spread to go down from the main to the base beneath the cliff. You can put the ramp in the small unused area towards either geyser. Unpathable + doodads on top (as though it were just an extension of the trees climbing up the hillside). I like how the 3rd-->4th works on this map. High ground ring dodging center tower is a nice setup, never gets old.  Would like to see this in ESV weekly, any word on whether that will happen? Wooooowww Kurast has a lot of nice aesthetic cliff work. Instead of the generic Greenery, you should name this after the highlands area in Act 1 in D3, of which it reminds me. ^^
Hmm... players can just put an overlord or use a queen to spread creep. I don't think a ramp is really necessary and it'd be really confusing. Cool idea though. Glad you like the rest though 
The map is currently pending ESV because its going through tests internally. I have no idea if it will be used in the KW ever. |