152x152
Published on all servers.
aesthetics:
+ Show Spoiler +
The concept is fairly obvious. Is it balanced? Not really anyway to know, however, it will certainly be fun!
Forum Index > SC2 Maps & Custom Games |
lorestarcraft
United States1046 Posts
152x152 Published on all servers. aesthetics: + Show Spoiler + The concept is fairly obvious. Is it balanced? Not really anyway to know, however, it will certainly be fun! | ||
iHirO
United Kingdom1381 Posts
I like the aesthetic, though I would associate a lava theme with dragons. | ||
Uvantak
Uruguay1381 Posts
I don't think it will be balanced, but hell it looks fun, it looks like those non standard maps made by monitor (Osiris, and others), quite fun ^^. Also, there seem to be a couple inefficient geysers on the main bases, can you check that? | ||
lorestarcraft
United States1046 Posts
On November 19 2013 08:09 iHirO wrote: The close air distance means the mothership core will be hitting the mineral line before 5 minutes. I like the aesthetic, though I would associate a lava theme with dragons. Forces some other considerations, eh? | ||
lorestarcraft
United States1046 Posts
On November 19 2013 08:28 Uvantak wrote: Are close by ground spawn enabled? Yes, i'm guessing. I don't think it will be balanced, but hell it looks fun, it looks like those non standard maps made by monitor (Osiris, and others), quite fun ^^. Also, there seem to be a couple inefficient geysers on the main bases, can you check that? I think ones is worse than the other, like most maps. I wish the positioning wasn't that way, but there isn't much that can be done about it, unfortunately. | ||
NewSunshine
United States5651 Posts
As for layout, it does smack of Monitor's Osiris, since it uses much of the same architecture. If I were to try a map with the main situated in such a fashion, I would look to try something not done before, since it is pretty much unexplored in SC2. An example of the stuff you might be able to do could be Mereel's Pathfinder. Overall, I think it's good enough as a fun map, but I just want to see more in the same vein as this map. I might give it a go myself, but when I look at this map, I see a fun idea that wants to be fleshed out, but isn't quite there. Won't speak for anyone else about that though, that's just me. | ||
lorestarcraft
United States1046 Posts
On November 19 2013 09:57 NewSunshine wrote: I'm not liking the cliff doodads the circle the entire main base - having that many ends up looking tacky and overdone, not to mention the position for some of them is off, leaving gaps and stuff. Polar Night is a great example of how to use them, not the same theme but the same concept - there are enough to make it look interesting, but it also strikes a golden ratio and ends up looking fantastic. As for layout, it does smack of Monitor's Osiris, since it uses much of the same architecture. If I were to try a map with the main situated in such a fashion, I would look to try something not done before, since it is pretty much unexplored in SC2. An example of the stuff you might be able to do could be Mereel's Pathfinder. Overall, I think it's good enough as a fun map, but I just want to see more in the same vein as this map. I might give it a go myself, but when I look at this map, I see a fun idea that wants to be fleshed out, but isn't quite there. Won't speak for anyone else about that though, that's just me. The published version has fixed cliff doodads. | ||
Antares777
United States1971 Posts
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-NegativeZero-
United States2136 Posts
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lorestarcraft
United States1046 Posts
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Aircooled
United States79 Posts
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lorestarcraft
United States1046 Posts
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Big J
Austria16289 Posts
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neobowman
Canada3324 Posts
I'd get rid of cross map spawns. Distances are too far and it'll end up like Desert Oasis. Two big problems I see. One, mains are far too exposed. Like, people thought Cloud Kingdom was exposed, this will be impossible to defend against drops, blink-ins and mutas. Maybe move the main mineral line closer to the corners of the map and flip them around so that the concave faces the centre of the map. Also cut down some of the space in the mains so there are fewer blink paths. The other problem is how spread out everything is. Imagine top left vs. bottom left. Bottom left builds a base bottom right. It's now pretty much impervious to any attacks just by virtue of distance. Air play is going to be big on this map. One last problem I can see. How linear attack paths are. Same situation as previous, top left and bottom left. Top left can basically attack straight down to bottom left and there are almost no chances to flank and the counterattack path through the other side is really long. I suppose this problem and the previous balance out a bit where the second problem benefits maneuverability and the second benefits straight up battle-strength. Still, I'd look out for one of these problems overpowering the other. Really interesting concept, well executed, not sure how well it will play out. | ||
lorestarcraft
United States1046 Posts
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Incubus1993
Canada140 Posts
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neobowman
Canada3324 Posts
On November 20 2013 02:35 lorestarcraft wrote: Blinking into the main is close to negligible. Due to the cliff gap and cliff doodads you can't blink but a few stalkers over. Certainly not a strike squad. There's always the shift-click method. Maybe not the most efficient in terms of speed but certainly not negligible with the amount of space you have to cover. | ||
Existor
Russian Federation4295 Posts
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iamcaustic
Canada1509 Posts
On November 20 2013 03:57 neobowman wrote: Show nested quote + On November 20 2013 02:35 lorestarcraft wrote: Blinking into the main is close to negligible. Due to the cliff gap and cliff doodads you can't blink but a few stalkers over. Certainly not a strike squad. There's always the shift-click method. Maybe not the most efficient in terms of speed but certainly not negligible with the amount of space you have to cover. I was about to mention shift-click for blink. I think Terrans will cry tears of blood on this map, between blink and the new roadrunner Oracles. Meep meep! On November 19 2013 09:57 NewSunshine wrote: I'm not liking the cliff doodads the circle the entire main base - having that many ends up looking tacky and overdone, not to mention the position for some of them is off, leaving gaps and stuff. Polar Night is a great example of how to use them, not the same theme but the same concept - there are enough to make it look interesting, but it also strikes a golden ratio and ends up looking fantastic. That terminology. I do not think it means what you think it means. EDIT: Lore, we totes need to have a casual skype convo sometime. I've been way too AWOL from the mapping scene as of late. | ||
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