Introduction: I'm new here. This isn't my first map, but it's the first I've completed and felt good enough about to share. Its incredibly masculine name was lifted from this Hitoshi Sakimoto composition.
I wanted to make a map with multiple winding attack paths opposed to wide open spaces, particularly in a way so that its expansions would flow with the map rather than being strictly defined as bases. The main hope behind this was to avoid having the map turn into a ring of expansions with a vast and largely underutilized center, and to spread the action out over the whole map rather than just a few key places. I also wanted to make a Protoss themed map without those glowly lines covering every single ramp and rock. On those notes, I think I succeeded.
That said, the map feels small and cramped despite being particularly large. I had to make a number of changes to even get it to this point, which, if nothing else, gave me a better understanding of the importance of space.
I'm not sure if I'll continue to make maps, but I'd appreciate any criticism.
Features: - Multiple attack paths - Short rush distance for air - Backdoors to both natural and main - Very safe half-expansion (walling the natural isolates this base)
this looks extremely familiar - even down to the tileset, maybe its just the textures/main layout but i swear ive seen this before. good textures regardless. maybe one of the motm submissions way back in the day.
freshnw United States. September 13 2012 13:26. Posts 26
Very nice looking map, the aesthetics are well done. I really like the middle. But I am concerned after the main gets filled with buildings, the pathways will become congested making it easy for your opponent to abuse your army position, if it ever gets that far in a game.
Keep up the good work!
-NegativeZero- United States. September 13 2012 15:03. Posts 583
On September 13 2012 13:01 WniO wrote: this looks extremely familiar - even down to the tileset, maybe its just the textures/main layout but i swear ive seen this before. good textures regardless. maybe one of the motm submissions way back in the day.
He posted this in the WIP map thread, is that where you saw it?
I love the basic layout, but I think that blink+obs would be too strong on this version of the map (in vP and vT): -) possible attack at the natural -) possible hidden probe(s)/pylon in the third area -) possible blink from the front into the main Also you can run into the natural/blink through and if the opponent chases you, you can blink in the main and he loses.
I guess this build should really be tested a lot and I'd simply remove the possibility for a frontal blink into the main (add some dead space in front of the cliffs to the main).