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uploaded to: EU OVERVIEW
INFO Players: 2 Dimensions: 128 x 176 Tileset: + Show Spoiler + Bases: 12 (10 8m2g, 2 6hym1hyg)
DESCRIPTION + Show Spoiler +Heres my 4th go at melee map; Moon Rock Caverns, I don't have much to say about the thoughts behind, I mainly made it for practice.I think It has a pretty good balance of open and choked areas, and I really liked to aesthetics it ended up with.I tried to be a little cheeky with the "backdoor" into the 3rd, else the map lay-out is quite standard I think, at least that's what I was going for. Initially I was trying to remake Xel'Naga Caverns for the Better than Blizzard map challenge, but I just couldn't work it out so ended up going: "Screw it, I'm making my own cave map!!". So that's what I did. - WedRine
MORE PICS + Show Spoiler +
FEEDBACK IS WELCOME
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Hey WedRine, Try to get rid of some of the dead space on your map. Especially around the 3rds there's too much of it. An fix would be to compress the map a bit (the area in front of the natural should be more open though): + Show Spoiler +
In terms of aesthetics i would suggest you improve the low ground on the borders. Maybe some tar pits? Try to apply some of those stone tile textures near the manmade cliff walls as well. It looks rather odd when there's dirt right away.
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On June 12 2013 08:15 spinnaker wrote:Hey WedRine, Try to get rid of some of the dead space on your map. Especially around the 3rds there's too much of it. An fix would be to compress the map a bit (the area in front of the natural should be more open though): + Show Spoiler +In terms of aesthetics i would suggest you improve the low ground on the borders. Maybe some tar pits? Try to apply some of those stone tile textures near the manmade cliff walls as well. It looks rather odd when there's dirt right away.
Hmm... What exactly is it that makes it so the dead space cant be there? its just everything is kinda proportioned towards having it there, I know it might sound odd, but If I compress the map like you showed then the space in front of the natural will be very tight, if i then move the foward base/4th back then theres not room for the backdoor path and so on, it kinda creates a chain reaction of things that needs to be changed and then the maps not the same afterwards.
On June 12 2013 08:49 algue wrote:What do you think about it ? (I like to do it with every 1v1 map I see or creat ^^) http://imgur.com/z7LvauE
thats... umm interesting, might be a better map than what I just cerated by the looks of things. XD
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Dead space is to be used like any other terrain feature. It is to be intentional toward the concept. If you have a lot of dead space, that strengthens an air play concept. If you do not intend for such, then use less air space. Also, if your concept is not an air based (drops, mutas, etc) concept, then it is best to use up as much room as possible to strengthen your concept as best as possible. In other words, the more features you have that go toward how you want the map to play, the better.
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The problem i see with the dead space is that mutas can harass all three bases and retreat into it without the need to pass over passable terrain. All three bases are also really close together by air, so they can switch very quickly.
In comparison, on akilon wastes you can harass main and 3rd, but to go to the natural, you have to fly a curve towards the middle of the map, which buys a lot of time. To get to the main, you also have to pass some passable terrain.
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Ok, I see... I know this sounds like I'm lazy but I don't think I will work more on this map, I will however take note of what you lovely guys have said and try to make better use of the airspace on my next map. Thank you Timetwister22 and sCion.Diamond[spinnaker]!
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