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| DreadLocK Canada. September 20 2012 03:58. Posts 49 | Profile # |
<Aiur Valley> Made by: DreadLocK.670 Published on: [NA]
![[image loading]](http://i.imgur.com/VlvZc.jpg)
In-Game Description: <A desolate valley where Protoss used to live. It has remained untainted from the Overmind's presence since he embedded himself in the planets crust.>
Introduction: <The main and natural are both on higher ground, featuring wide open areas making it a safe place to build all your structures throughout the entire game no matter how long the duration. The ramp leading to the third is partially choked off making it easier to defend your early expansion. The third is much more vulnerable but is fairly close to the natural so reinforcements can arrive quickly. Players must decide between taking their fourth expansion at the safer and easier to defend high ground base near the third, or the low ground naked base close to the natural ramp and watch tower.>
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| Ruinsteel United States. September 20 2012 05:31. Posts 40 | Profile # |
Hey, I really like the map's layout, especially the backdoor to the 3rd/4th base, and the rocks leading to a possible 3rd / 4th, but I do have a few concerns. I couldn't find the map on battle.net, so I'm just judging things from the screenshot.
Looking at the bottom right base, can the main gas be hit from the 3rd? It doesn't look like it can, but just something to consider. It also looks like a siege tank at the left 3rd can hit the natural gas, but again, I'm not sure.
Other than that, my concerns would be with the middle and high ground expansions. It looks like the high ground expansions would be more of a "winner's base", assuming that each player takes the middle base for a 5th. The middle bases are really close to those expansions, so I'm not sure if I feel like they would be taken very often. I would suggest maybe making that base a gold to give an incentive to take the base as a 5th, simply because of how close it seems to the opponent.
Feel free to correct me if I am wrong, as I am by no means an expert with map-making. Those are just my thoughts on the map, based on the screenshot. If there are any suggestions on what to search for, I'd gladly give the map a play test and give thoughts based on game play.
Keep up the good work!  |
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| DreadLocK Canada. September 20 2012 06:15. Posts 49 | Profile # |
| Thanks for the input ill definitely be making some changes and do some testing now! And yeah I was thinking about making the middle bases gold ones but I wasn't totally sure, maybe I will change it. |
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| iamcaustic Canada. September 20 2012 09:23. Posts 794 | Profile Blog # |
Hi. Your map looks very similar to one I posted earlier this month, though you managed to fit in an additional 2 bases. What size is this map?
Your map seems to have a large emphasis on two paths, separated by that large centre gorge. My concern would revolve around army movement and positioning. You'll see on my map that there's an additional path right in the middle to connect the high-ground lanes; without something like that, if you use one path (e.g. left side) while your opponent uses the other (e.g. right side), you'll likely end up with a lot of base trade situations.
Another thing you might want to look out for is overly-exploitable cliffs. There seems to be a location on the low ground at the third (right by the destructible rocks) that could be used by a Terran to siege up in that little nook and drop in the main with medivacs. What makes that particular spot really strong is that the siege tank range can cover the entrance to the main, preventing a defending player from getting reinforcements in or out without taking free tank shots -- something that's especially painful for Zerg, as their units spawn from hatcheries, so many of their reinforcements will be outside of the main. The spot itself isn't easy to get to either, as you have to go all the way around to get down there and engage the tanks. Just a really, really strong position for a Terran to take.
Just some things to think about. |
| | Founder and SC2 Mapmaker for the Galaxy mapmaking team || @iamcaustic || @galaxyesports || galaxyesports.com | |
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| HunterAMG Colombia. September 20 2012 10:45. Posts 29 | Profile # |
I don't like the fact that the main is so big... makes it too prone to proxies in your base and cannon rushes, warp prisms, etc. Also i don't know if that's a second ramp in the natural? with some rocks covering half the ramp... I can't see well but that could be a huge problem for the PvZ match up |
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| DreadLocK Canada. September 20 2012 13:43. Posts 49 | Profile # |
Your map looks very similar to one I posted earlier this month
Hey thank for the input on the map its much appreciated. And yeah it does look an awful lot like your map ! I assure you though I made this map from scratch myself, I rarely visit these forums so I wouldn't have known if you posted that anyways.Last edit: 2012-09-20 13:44:22 |
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| iamcaustic Canada. September 20 2012 13:59. Posts 794 | Profile Blog # |
On September 20 2012 13:43 DreadLocK wrote:Hey thank for the input on the map its much appreciated. And yeah it does look an awful lot like your map  ! I assure you though I made this map from scratch myself, I rarely visit these forums so I wouldn't have known if you posted that anyways.
No worries, I wasn't accusing you of copying or anything. I brought up my map as a reference to my thoughts and opinions on this kind of map layout. |
| | Founder and SC2 Mapmaker for the Galaxy mapmaking team || @iamcaustic || @galaxyesports || galaxyesports.com | |
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| DontNerfInfestors Spain. October 15 2012 05:20. Posts 267 | Profile # |
| high ground third makes sieging broken too. |
| | Please dont nerf them.Infestors are fine. |
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| iamcaustic Canada. October 15 2012 10:06. Posts 794 | Profile Blog # |
On October 15 2012 05:20 DontNerfInfestors wrote: high ground third makes sieging broken too.
There is no high ground third... |
| | Founder and SC2 Mapmaker for the Galaxy mapmaking team || @iamcaustic || @galaxyesports || galaxyesports.com | |
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