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[M] (4) DMR_Bane (W.I.P)

Forum Index > StarCraft 2 Maps & Custom Games
 
 DMR_Chane   July 19 2012 06:07. Posts 23
Profile # 
this is a W.I.P feedback thread. the overview image your about to see is not necessarily representative of the final map.

OLD version:
+ Show Spoiler +

playable bounds: 144x144

I am looking for feedback on the layout and what I can improve.

the goal is a 12 mineral (4) map based on these 3 paths that lead to the enemy.

the upper path in the center leads to the center which has a watchtower

assuming you have spawned to the lower left the path from your natural leads to the enemy third. the right path (which goes out from your third) reaches toward the enemy natural.

there are rocks in the center to block the 2 low ground path for each side making the early-game rush distance Long enough.

Feedback is highly appreciated!

this is my first (4) map and my second attempt at a melee map.

~Cheers.

UPDATE:

little update on the map:

New verison
[image loading]

now also without grid: (it indeed does not look as wonky without the horizontal ramps.
+ Show Spoiler +

I hope this fixes most of the issues:

-main bigger
-Natural choke tad bit further away
-main choke placed for FFE!
-rocks added to the nat choke
-center map changed up a bit
-all ramps made diagonal

Closeups from the center:
+ Show Spoiler +
+ Show Spoiler +
Last edit: 2012-07-19 20:30:45
Old Post

 
 ChaosRefined   United States. July 19 2012 07:08. Posts 52
Profile # 
not having a single choke for the natural seems like a pretty big issue. that and you should never use ramps pointing in cardinal directions - they're harder to see and just tend to look wonky. I really like the overall layout though, it could be pretty sweet with some more work!
Old Post

 
 -NegativeZero-   United States. July 19 2012 07:38. Posts 583
Profile # 
The mains are tiny. There's a big area right outside the main ramps - it's almost like you just pushed the ramp back into the base. Extend it outwards, removing that indented part of the main where the ramp is.

The 2 entrances to the natural is definitely a significant problem. You could block one entrance with rocks, but this probably wouldn't be the best option. Instead, I think you should move the main ramp closer to the nat so that you can wall from the ramp in front of both entrances. This might also require adjusting the location of the ramp up to the natural so it's slightly farther away.
broodwarmaps.net
Old Post

 
 TibblesEvilCat   United Kingdom. July 19 2012 08:03. Posts 766
Profile # 
sieg tank heaven
Live Fast Die Young :D
Old Post

 
 Infidler   Norway. July 19 2012 08:22. Posts 43
Profile # 
1 choke for natural, or 2 with rocks. more space for buildings in main or natural. only diagonal ramps. maybe a bit to chokey all over, it is in favor for protoss vs zerg. other than that, great job
Goal; get one of my maps on the ladder.
Old Post

 
 DMR_Chane   July 19 2012 19:06. Posts 23
Profile # 
tx for all the feedback guys! gonna be adjusting it on the 1/4 map. new version with adjustments that where pointed out will be out today when I got some time.
Old Post

 
 DMR_Chane   July 19 2012 20:25. Posts 23
Profile # 
little update on the map:

[image loading]

[image loading]

I hope this fixes most of the issues:

-main bigger
-Natural choke tad bit further away
-main choke placed for FFE!
-rocks added to the nat choke
-center map changed up a bit
-all ramps made diagonal
Old Post

 
 DMR_Chane   July 19 2012 20:32. Posts 23
Profile # 
added some pictures of the center

FYI: Protos decals: yes or no?
Old Post

 
 algue   France. July 19 2012 20:55. Posts 653
Profile # 
no way someone is going to take a 4th base on this map !
rly ?
Old Post

 
 OxyGenesis   United Kingdom. July 20 2012 00:42. Posts 278
Profile # 
I like the layout but yeah the 4th is impossible right now. You can remove the rocks on the ramp to start with. Then I think I would push the rocks on the ground at towards the edge of the map a bit, and move/widen the path with it. That way the 4th is nearer to the 3rd/nat
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Old Post

 
 DMR_Chane   July 20 2012 00:55. Posts 23
Profile # 

On July 20 2012 00:42 OxyGenesis wrote:
I like the layout but yeah the 4th is impossible right now. You can remove the rocks on the ramp to start with. Then I think I would push the rocks on the ground at towards the edge of the map a bit, and move/widen the path with it. That way the 4th is nearer to the 3rd/nat


thanks for the feedback.

ill definitely change it up a bit. I think it is already a lot better then my previous map. thought it has the same problem of the impossible 4th
Old Post

 
 a176   Canada. July 20 2012 01:05. Posts 5383
Profile Blog # 
the little section of low terrain near the gas in the natural. if you put siege tanks there, how far can they hit?
starleague forever
Old Post

  WniO   United States. July 20 2012 02:10. Posts 2704Profile Blog # 

On July 19 2012 20:55 algue wrote:
no way someone is going to take a 4th base on this map !

yeah that's a good point, maybe remove some rocks. but its got a nice layout so far keep at it.
Old Post

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