Concept of the map: The idea here was to create a simple and solid 2-player mirror map. One of the main aspects of the map is the third bases, which are easily defended using the rock towers. Once the rocks are down, however, attacks from multiple angles become much more effective. An alternate third base in front of the main is also available, requiring a more forward presence to defend, but your opponent can still launch attacks from off-angles. The late-game is designed to be very close and aggressive, with the final expansions on the map being in close proximity.
Please, feel free to check out the map in-game, and hit me with any thoughts or feedback.
The 3rd is extremely neat. I like that base a lot. The fact that it's a single ramp makes it feel very safe but with the high ground above it it still makes it quite vulnerable. I can see it now, doing a 2 base push as protoss and knocking down the rocks so the zergs 3rd can't help at all, then just continue onto the natural, be pretty hilarious. Although maybe the zerg will take the forward third since it's more open? Yet then it's closer to the enemy. /shrug
The map itself does feel a little plain though, especially in the center. Should make some doodad structures in the middle to add some flavor to it imo.
I don't think you can hold that 3rd vs. swarm hosts. That huge wide open high ground seems kinda off, and those 3rds are really close with a tremendous walk around distance.
That 3rd base is ridiculous. This would never work as a competition map (for zerg). Maybe a proleague map. The moving-across-the-map dynamics are great though.
I think its definitely time to experiment with different thirds, but I wonder if the highground overlooking it in this case is too much? (or are the 5 and 7 oclock bases the natural 3rds? it is hard to say) I like the highground in the middle especially since it perhaps doesn't screw zerg over completely with the advent of swarm hosts and vipers.
not of the highest quality... didn't notice any glaring bad features of the map at first play through. my protoss buddies seemed to think the third was tough to take. my drop.sc page
On May 10 2013 06:21 nunez wrote: played some games on it today with some buddies.
not of the highest quality... didn't notice any glaring bad features of the map at first play through. my protoss buddies seemed to think the third was tough to take. my drop.sc page
Nat to Nat is good, but the Thirds, combined with fourths that are Way to close to each Other i can only See This Map as a Test Map for the third's Design. Actual Marco Game After third? How?
there are Some Good Ideas Here, but they do Not Form a Good Map so far.