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| ChaosRefined United States. June 19 2012 02:02. Posts 52 | Profile # |
![[image loading]](http://i.imgur.com/w6lI9.jpg)
My first rotationally symmetrical map, I felt like I could do tal'darim's natural a little better, and combining it with ohana to make the third a little easier to take. I'm not entirely sure how I feel about it yet.. And obviously the texturing/aesthetics aren't done yet.
![[image loading]](http://i.imgur.com/lvzdX.jpg)
Thoughts? Suggestions? Reasons why the layout is awful?
Shameless self promotion: My first map A remake/heavily inspired by Jungle Basin |
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| TibblesEvilCat United Kingdom. June 19 2012 05:06. Posts 766 | Profile # |
| i think you need better definition of open space vs chokes atm its all very similar sized. |
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| thurst0n United States. June 19 2012 07:55. Posts 573 | Profile Blog # |
I think you need more open area. I really like the map in terms of relatively easy third and a choie of third. I think your main, natural is very good, but I think you need open space, Basically there is no spot on the map that protoss couldn't completely be OP because of Ff's, unless tanks were already set up. But zerg has no chance vs protoss on this map unless they go mutas and don't get scouted imo. (read:bad protoss)
I really don't know, but maybe start by taking out the low ground in the mid to open that up. I'm not sure how i feel about the center center bases, they won't get taken because it will almost always be better to expand to another main/natural.
Just my initial thoughts.. |
| | P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest |
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| HypertonicHydroponic June 21 2012 19:26. Posts 409 | Profile Blog # |
Wow, I'd just like to say how retardedly awesome I think this is. I really like the layout despite whatever problems it may have. As to some of the comments, I think I have some refinement suggestions that might help it be more accepted. I'm going to give all of these ideas in terms of the 5 o'clock base.
First, before we get to the corners, I don't think the hole in the dead center middle needs to be there, this can be open ground.
Now, the ramp leading to the center I think should be brought back a tile or two and expanded to be about 5 ramps wide, maybe 6 (if I'm reading it right, it looks like four -- expand it toward the tower for 5, both toward and away one for six).
The ramp behind that going to the high ground 4th/5th, should also be brought back a tile, and expanded by maybe two ramp widths (toward the watchtower).
The ramp on the other side of the high ground base should be expanded one ramp width toward the tower.
The ramp right next to that going down to the far third I think can be and if so should be expanded one ramp width toward the high ground base. If this cannot be done without breaking the other ramp, extend the land one tile down toward the 3rd, and then make the ramp, maybe even making it 4 wide.
Expand the other ramp, the one from the natural area behind the high ground base 4/5th-ish base down toward the far 3rd by a ramp, maybe two, and paint in the mid ground behind this ramp to the edge of the pit.
Other than that, I think you are going to just simply have some pathiness going on since you have put a lot into the map. I would like to play this map, but even with those changes you are probably not going to win too many pro friends with it until pathiness becomes the "in" thing.
I think the only way to make this a "good map" would be to make it a 16 base map, I think somehow combining the 3rds without making it an imba rush game. That would open up some space to make some paths less pathy. But the bold and difficult feature is the base on the high ground, since placing a base toward the middle just eats up space in a lot of ways.
You should put the dimensions and the analyzer pics. |
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| Guardian85 June 21 2012 20:23. Posts 155 | Profile # |
Your main base ramp is too puny, it favours protos.
In your middle, where the 4 seperate center bases are, i'd keep the big ramp nearest the middle, and put in a small patch of LOS blockers, but the 2nd ramp leading up to the minerals, i would angle to a different side of the platform.. its too straight onto the other ramp.. if i were you, i'd angle them 45 degrees CW, towards the high grounds, meaning between the big center ramp, and the high ground. Even if that means they will not be diagonal ramps.
But looks like a good map all in all, good spacing and good balance.Last edit: 2012-06-21 20:25:46 |
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