On June 22 2012 12:06 TheFish7 wrote: The third is kind of a cool feature, I want to say it is too easy to defend but the fact that there is highground nearby makes it harder to say for sure.
I think the best solution isn't to make the third any less defensible but is to instead decrease it's worth. I am going to try removing two mineral patches, that also means I can move one of the geysers a little to open up the area behind the ramp a bit more.
I like the backdoor at the 3rd, but I also feel it could be a bit awkward - maybe leave it the same size, but make it less meandering (less of an elbow or 90 degree turn)
This is an interesting idea. I'll try some variations and see the effects on the path finding.
At the 3rd, a mineral patch is touching the gas, if I recall there is some reason you shouldn't do that (I just can't remember what it is) Also, the mineral set up is kind of awkward at the 5ths.
I can see that the minerals might be hidden by the gas building in some situations. The adjacency problem is at the naturals too. I'll fix these too.
I also kind of don't like the rocks. 125 is kind of short, but Xel'naga caverns was 118 so its not impossibly short.
I do feel a bit divided over the rocks in the centre but I don't yet feel the map is better without them than with. I like that breaking down the rocks changes the map quite a bit and may mean that games on the map should have more variety.
Otherwise, yea - looks very fun to me!
Thanks
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