Looks better in game, the overview looks boring, just like a satelite image of a town or city does.
Although it's a cool concept, I didn't quite think the sunrays fit in. It is also a bit confusing deciphering the layout. The layout itself though is a subject of interest. Against straight on attacks, holding 3 bases is extremely easy, but with reapers/coloxen or drops, attacking the nat from behind or hitting the 3rd are extrememly easy. Not sure how this map would hold up at the highest levels of play, but it really does force you to go drops or feel completely, hopelessly inadequate.
Love the detail shots though, they make me feel completely, hopelessly inadequate.
On January 07 2012 09:49 Kurumi wrote: Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.
That is interesting, but do you really want to add more experimental stuff to an already experimental map?
On January 07 2012 09:49 Kurumi wrote: Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.
That is interesting, but do you really want to add more experimental stuff to an already experimental map?
Yeah, probably not for this map but I think thats a very interesting idea for future consideration.
Neutral buildings that give mins/gas could help produce BWish style massive front macro games that are otherwise impossible with the SC2 worker supply and efficiency problem. Could even make them very hardy but destructable.....
Would have to be made as a UMS though...but there are BW precedents like that map with the teleporters.
This map looks very choke-y in areas which is of course, Zerg unfavorable, but I'm Protoss so I guess that's okay .
Having the 3rd being only accessible via the nat on ground means that players must use air/drops/ or Blink/Reapers (if possible) in order to harass it. A small ramp with rocks where you have the path-able area sticking out towards the center of the map would make this base vulnerable to ground attacks and would also provide players the ability to push across the map without having to go all the way through the middle.
Having that option could create very interesting scenarios in games because of the potential for flank attacks and it also means that players would have to be very map aware because attacks could comes in via the Nat or 3rd base and catch them guarding the wrong expo.
On January 07 2012 10:12 Dexington wrote: Just looking at the overview blows my mind. I have no idea what is going on at first glance. Thank god for the analyser pictures.
I have the same problem. This is really hard to read.
Don't like the third it's way too easy to defend. Also while I like the encouragement to do air play, it's simply not balanced in SC2 wich would make this a totally terran favoured map. But I really like the looks of it, the city vibe and the close streets leading into big battlefields
On January 07 2012 09:49 Kurumi wrote: Infested City remake could be cool. Besides, Plexa might be right. One of the islands becoming semi-island is a good concept, maybe double rocks to delay it even more? I wonder how could Tiberium Spires (neutral buildings giving small steady income of money every x seconds, can't remember) from CnC3 work in SC2. It could be an interesting thing to put into the maps.
That is interesting, but do you really want to add more experimental stuff to an already experimental map?
Yeah, probably not for this map but I think thats a very interesting idea for future consideration.
Neutral buildings that give mins/gas could help produce BWish style massive front macro games that are otherwise impossible with the SC2 worker supply and efficiency problem. Could even make them very hardy but destructable.....
Would have to be made as a UMS though...but there are BW precedents like that map with the teleporters.
Who cares it'd be UMS? CnC3 neutral buildings were awesome. Those "Spires" are actually called Spikes. Now I understand why I couldn't find any info about them. Neutral buildings from CnC3 we don't need to restrict to those, but what about neutral shield generators?
On January 07 2012 10:12 Dexington wrote: Just looking at the overview blows my mind. I have no idea what is going on at first glance. Thank god for the analyser pictures.
yeah, but after taking a bit of time to digest it, im really interested. Its so different from other maps that you can't really use past knowledge to judge it, pretty much have to play it
This map is pretty sick. It's come a long way too.
My main concern is that it's extremely hard to tell that there are four islands. Honestly I think you should just put some level 0 terrain between the islands and the center so players can tell where their units can walk and where they can't. And I support the semi-island movement!
Just got done playing it and I really don't like it. :\
Too much emphasis on islands and the Main/Natural/3rd layout I just don't like the setup at all. Your main/3rd feel like they'll be super exposed to air units, as well as tanks can decimate it. With the unpathable ground between the main & the 3rd mutas/drops can just go back and forth between the two and thus spread your army out waaay too thin, plus the ground distance between the two is huge.
Looking at the minimap is extremely confusing as well because you really have no clue where you can move and where you can't so most likely as a spectator they won't like it either.
Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.
One giant attack path in the middle makes it feel quite dull.
I'm sorry Superouman, but I just really dislike this map.
On January 08 2012 13:44 SidianTheBard wrote: Just got done playing it and I really don't like it. :\
Too much emphasis on islands and the Main/Natural/3rd layout I just don't like the setup at all. Your main/3rd feel like they'll be super exposed to air units, as well as tanks can decimate it. With the unpathable ground between the main & the 3rd mutas/drops can just go back and forth between the two and thus spread your army out waaay too thin, plus the ground distance between the two is huge.
Looking at the minimap is extremely confusing as well because you really have no clue where you can move and where you can't so most likely as a spectator they won't like it either.
Islands, although a neat feature most likely won't be used by any race. Protoss, as it is now almost never take islands, with warp ins and cannons they could but drops & muta play are already a problem for protoss so trying to defend an island thats way out of the way could be extremely difficult. Terrans could, but the islands as I said are pretty far away and since you said stalkers can blink into the islands and mutas are full air control terran will almost never take islands. This leaves zergs that could nydus and since they'll have mutas could take them fairly easily, although that means they have to start using nydus/drops more.
One giant attack path in the middle makes it feel quite dull.
I'm sorry Superouman, but I just really dislike this map.
Most of your arguments were about how you don´t like harrassment and drops. You noticed that the map is trying to support this airplay? The too-many-island problem still exists though.
its a very very nice looking map, but has some major flaws like having too many island expos, and also having the first 3 bases too ez to defend, causing this map to be unfavoured for zerg. there should be another entrance to the third with destructable rocks.