Thanks a lot for your feed back.
On July 02 2012 11:52 TehTemplar wrote: Not bad at all, but a few problems may be had with this map. The third labelled in the analyzer is very hard to hold against multipronged attacks because taking it moves your army pretty far to the side.
Analyzer assumes wrong base to be the third, real third is prettymuch always the lowground expo right of the nat.
On July 02 2012 11:52 TehTemplar wrote: The other third looks seigable.
Third should not be siegeable, if it is it will be changed before the final release.
On July 02 2012 11:52 TehTemplar wrote: The 5th(?) base does not really need rocks blocking the expansion, because it won't be taken as a ninja expo that often (it's not gold or an island or semi-island). By the time you take that base you'll already have a large enough army to kill the rocks in about 10 seconds.
Rocks are blocking the likely 4th so a player getting early advantage, can't take a fast 4th as easily. (this expo will be likely changed in the upcoming changes)
On July 02 2012 11:52 TehTemplar wrote: The middle seems cramped.
True. will be opened up
On July 02 2012 11:52 TehTemplar wrote: The nat-to-nat distances might be a bit on the short side.
Also true, i'll make changes to the middlemap so this map will match the maps in the current map-pools
On July 02 2012 11:52 TehTemplar wrote:The sides of the nat look really boxy, might want to use shorter straight lines going in different directions instead of one long one, making the area more round.
Yeah, the naturals side is a bit boxy, mostly because i wanted to make sure nat wouldn't be siegeable from the lowground, i i'll make it more aestethically pleasing.
On July 02 2012 11:52 TehTemplar wrote:Good map, good direction.
Thanks man.
Last edit: 2012-07-04 23:25:42 |