| Fatam August 17 2012 20:05. Posts 937 | Profile # |
Yog's Winter by Fatam version 2.2 [NA, EU] (Thanks Callynn for EU)
Overviews:
Angled:
![[image loading]](http://i.imgur.com/HYAZ4.jpg)
Overhead w/ XNT ranges: + Show Spoiler +
Statistics: + Show Spoiler + Playable area: 148x124 Mains: 34 CCs Rush distance - nat-to-nat: 118 # of bases: 12 8m2g # of rocks: 2 # of watchtowers: 2
Aesthetics: + Show Spoiler +Last edit: 2012-11-06 09:11:36 |
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| Giga England. August 17 2012 20:37. Posts 72 | Profile Blog # |
| Have you been touched by the browder? theres soooo many rocks T_T |
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| lefix Germany. August 17 2012 20:41. Posts 942 | Profile # |
Map concept isn't bad. Maybe a few too many destructibles. I noticed in your screenshots that you got a cliff terrain display glitch. Try pressing ctrl+t  |
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| TibblesEvilCat United Kingdom. August 17 2012 20:44. Posts 766 | Profile # |
| looks really good, i would remove the middle destructible rocks, the side paths which have access to xnt already stop people camping the middle with death ball. |
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WniO United States. August 17 2012 21:05. Posts 2704 | Profile Blog # |
| perhaps put the destructibles in the middle on the other ramps there, so it blocks the earliest entrances, great design though. |
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| Qikz United Kingdom. August 17 2012 21:09. Posts 6714 | Profile # |
It seems very "chokey" as in loads of places for forcefields and units to stack up. Maybe if you removed the middle high ground and had an open area so people could engage better?
I love the aesthetics though, awesome design.Last edit: 2012-08-17 21:09:53 |
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Aunvilgod August 17 2012 22:06. Posts 2031 | Profile # |
| I don´t like the rocks in the center. No need to choke that up. |
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| Fatam August 18 2012 11:47. Posts 937 | Profile # |
Thanks for the helpful replies everyone. It seems like the consensus is to do something about the middle rocks.
Here's a few different possibilities, let me know what you guys think.
option 1 (no middle rocks whatsoever) + Show Spoiler +
option 2 (partially blocked ramps on 2 of the ramps) + Show Spoiler +
option 3 (fully blocked ramps on 2 of the ramps) + Show Spoiler +
option 4 (no rocks in mid, replace rocks above path to third with longer rocks which block that whole ramp) + Show Spoiler +
I'm personally leaning towards 1 or 2, but I can see some merit in 3 and 4 also. |
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| Insomni7 August 18 2012 12:33. Posts 599 | Profile # |
| I like option 2 the most, also I would make 2 ramps into the 5 and 11 o clock bases, as it is its a bit too impenetrable. |
| | "Lay the egg, become the god" |
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| Fatam August 19 2012 11:38. Posts 937 | Profile # |
| Thanks Insomni. Anyone else? 3 or 4 opinions would be nice before I commit to something. |
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| Coppermantis United States. August 19 2012 13:09. Posts 362 | Profile # |
| Option 2 is my favorite of those choices. |
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| Veloh15 United States. August 19 2012 13:25. Posts 158 | Profile # |
| Actually I am for option 1 |
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| Bswhunter Australia. August 19 2012 15:07. Posts 694 | Profile Blog # |
Looking at this map for the first time reminds me of the first time I saw Starcraft 2 maps. Thats a cool feeling. Hope this map does well just cuz of that feeling |
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| Fatam August 19 2012 22:14. Posts 937 | Profile # |
Just updated it! Went with option 1. I figured when unsure, best to go with "less is more".
With the change I don't think it will feel "browdery" anymore with the destructible rocks. For all intents and purposes there are only 2 rocks on the map now.
@ bsw thanks! I wonder what about it made you feel that way. Cool nonetheless.
@ the 5 and 11 oclock bases, I --think-- it's best to keep them that way instead of adding any additional entrances. I feel like with the map not being that big (yet you are stretched vertically a decent amount), if you add a ramp on the other side of those bases then it will just be too difficult to defend all your bases and it will be too base tradey of a map. But if other people want to weigh in on that, feel free.Last edit: 2012-08-19 22:20:22 |
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| Callynn Netherlands. August 20 2012 02:10. Posts 877 | Profile # |
Really nice map! I love the layout and the texture set and I can see you've put a lot of time into the layout's balance. The natural seems a little bit too easy to defend (with only the destructable rocks and the ramp) however, I think Ohana and Metalopolis share this concept, so it should be okay. The fact that the destructable rocks are so close to the natural ramp however does allow the defenders to stay in one spot, whereas on Ohana they need to dart a little bit.
Although I'd like to test how it works out, I can't because I play on [EU] =( |
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| Fatam August 20 2012 10:49. Posts 937 | Profile # |
Thanks! PM'd you about getting it on EU
@ the rocks being a bit closer to the nat ramp, I did that because on Ohana they are --both-- ramps, so I figured the defender should have a bit more of an advantage here since the attacker doesn't have to come up a ramp. WHether or not I made the right decision with that.. who knows :-P |
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| Jebediah Germany. August 20 2012 17:56. Posts 105 | Profile # |
I think the natural is fine, since you'll have a harder time defending multi-pronged attacks on natural and third compared to Ohana. And as you mentioned, not having to go up a ramp as the attacker is huge, so I don't see any problems there. Adding 1 FF size ramps on the 5 and 11 o'clock bases would be nice. If they are in an awkward spot for the attacker, only relatively small amounts of units should get in there. At least, that's what I believe :D The rocks in the main are a little distracting for me, I can't tell if they create little nooks which are pathable.
Alltogether, I really want to test this map :> Hope it's up on EU soon(ish). |
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| Fatam August 21 2012 16:40. Posts 937 | Profile # |
I just sent it to callynn so maybe it will be up soon-ish.
I went ahead and added 1 FF ramps to the 4ths (it's that way in the one I sent as well). Last edit: 2012-08-21 16:41:36 |
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| eTcetRa Australia. August 21 2012 17:14. Posts 435 | Profile # |
Looking much better.
Still not a fan of the aesthetics though ^^ |
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| Capped Sri Lanka. August 21 2012 17:22. Posts 2281 | Profile Blog # |
To be honest, the map has too many levels and no open areas.
It looks like you should raise the main and natural, along with those 2 bases on the side with platforms.
Then just have everything else a flat open area with the middle ground highered too.
Just too many choke points / Vision problems for it to work imo
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