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Assuming it's one of your first maps, this is very well done. Aesthetics are pretty (something most newcomers tend to forget), and the layout is compact yet solid. Only comment is that you should use the built-in Data - Export Image feature for overviews, it can make high resolutions and also optionally adds XNT ranges and start locations to the overview.
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Thanks, yeah its my first publish
(updated the images)
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For a first map I think this looks fantastic, it's a solid map by even current standards. Aesthetics looks pretty much the same all over, but again most people's first maps have almost no aesthetics whatsoever. It's clear you've got a good grasp of all the basics, I think you've got potential, keep it up man.
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For a first map this is obviously amazing in both layout and aesthetics.
A couple of things to note though:
The natural allows for neither a hard wall off nor a nexus wall off. You really do need one or both because it otherwise makes them very hard to take. Especially in XvZ it is very hard to take a natural without the capacity to comfortably make some kind of choke against speeldings early game, even for Zerg players themselves, though not as much.
I've seen you taken the axial symmetry approach, while obviously there is nothing wrong with that per se. You should note that it tends to lead to 'one part of the map is useless', since you expand constantly in parallel and away from the opponent's main rather than expanding around each other in a twirl like on radial 2 player maps. This basically creates an inverted game from normal maps where you move further out with each expansion saciricing more defenders advantage. Now your 4th is more easily defended than your natural because it's further away from your opponent so it leads to almost all attacks being focussed at the natural.
However your map solves this in an interesting way by forcing people to go through the open top area by making the bottom path very small. However it might make that very area too important to control and too much focus around that area and limiting counter attack options too much.
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The natural choke is 8 squares wide which allows a forge fast expand.
It is as you say though, you are expanding away from your opponent. That is why (I think) the natural has to be hard to defend hence the wide area outside the 8sq choke.
Im not fully satisfied with the south "water route" yet, it is as you say, it might be to important to control. I dont know how to make the water route less important though.. I dont want it in play until after all timing attacks and I dont want it to be camped late game. ..and more rocks makes it look silly
maybe more north? :S
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