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Hello, First: My english is really bad. Sorry for that.
Notice, its a HotS-Beta Map!
General Informations: Name: BPX_Emigration Players: 2 Bases: 12 (6 for each player) Tileset: Phanteon (Desert) Size:135x168
About the Map: This map is made for Tournaments of the clan "Blue Phönix" (German Clan), thats the BPX. Your Main and Natural Base is very easy to defend until you will get your third base. Recommendly you take the base in the corners (Bottom/Top). One path to the watchtower can be blocked by destroyable debris.
I think the map will be used for alot of macro games, because you can control with some buildings the paths to every base. But if you want to crush your enemy early on, feel free to push early on! Screenshots (1.1 Version): Overview of the Map:
Center of the Map:
Main and Natural:
Main:
Third and Hiddenpath:
Watchtower Plateau:
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What is those Neutral facilities making destructable debris? Are those custom or Brand new? Either way i love them.
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They are since the large patch in the editor availibe.
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Awesome. Through they kinda stand out a little here. Normal Rock towers would fit the landscape more.
Have you considered planting rocks on the ramp on the bases North/South of the main. That way Units initially have to bypass the Watchtower Plateau in order to enter the enemy territory.
Granted that would kinda promote split map scenarios, but given the small size of the map i doupt it would be that huge of a problem.
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I don't really force a player to move only ONE way and so it wouldn't be so interesting if a player all ins, so you have to scout better or control both watchtower.
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I know just a thought. How much does each watchtower reveal? Can we get a topdown image of that?
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That is the range of the Xel'Naga Towers.
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Might be to hard for Protoss to hold a 3rd vs a Zerg roach max.
EDIT: Nevermind, it was a HotS map.
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I would say I like it.
but i'm not sure about the position of the counter clockwise 5th base.
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Some of this is cool. The 4th base positioning is super awkward though. The town hall will block the defender from being able to defend it very well.
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Oh yea didn't notice this only had 5 bases per player. Kinda low, and i don't feel this "feature" worked for all good on Ohana. The games where it did become relevant typhically ended with one player endlessly denying the final base for the other player and while you would say that this typhically is a way games should end, all too often it ends with one player either turtling or denying.
This map does however avoid having bases on the players side that realisticly could be held by the opponent. Something that has been seen on Ohana and IMO doesn't have a place on maps with so few bases.
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