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Published On: NA Playable Bounds: 180x180
Map Overview 90 degree: + Show Spoiler + 56 degree: + Show Spoiler +
This is my second map that I have made. I wanted to make a map that was dark and foggy and it turned out to become a mysterious excavation site. It is a large, macro based map. Bases are positioned to give that "this is my side" feeling. There is one watchtower in the middle of a large arena. The texture set is Ulnar.
Screenshots + Show Spoiler +
Aesthetics + Show Spoiler +
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That looks a really nice map, but i think that the middile of the map has some wasted potential at the sides, but all in all it looks great and would love to try it out! but im in EU
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I feel the two large empty spaces on the south-east and north-west of your map should be filled with island expansions. Overall the map motivates a pretty turtly style as well, which is not my preferred kind of game. Counterattacks are pretty hard to pull off as the corridor-feel of the map kind of makes that impossible, depending on siege positions.
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So, I would say, for a start, rotate the map 45 degrees and resize the bounds to make it a rectangular map. Because right now the amount of air space is just ungodly.
Aesthetically, it is very nice though.
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@Moipster: I agree with you 100%. I don't know if I want to doodad it up or add terrain, still looking at the possibilities. If you want to test it, I can send you the map to publish on EU
@Callynn: I wasn't sure what to do with all the airspace, as its more of an eyesore than anything else. Adding island expansions might be a cool idea. With all that space I might even add two on each side.
The map is made to play with a turtly-style. That does make counterattacks harder, but not impossible.
@shizaep: If it was rotated 45 degrees, the ramps would be cardinal.
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Yeah, I mean it as more of a general layout shift. The ramps could perhaps be edited. It's just...it's a rectangular map on a square canvas. IMO, something needs to be done about that airspace.
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