ramp positioning?(wtf?)...........................check uninspired layout....................................check hard to read(aka bad aesthetics).............check Inefficient gas/proportions.......................check Korean map?........................................check GSL Map!(if it is i swear to god).............check!
I'm sorry but the only "interesting" thing about this map is that you use high ground walls as the map boarders. Otherwise it's a fairly boring map that doesn't look that great, with inefficient gas geysers. You could at least make the outside border a desert which is how it is in the book/movie, or make the walls a darker cement tileset so they stand out easier.
Nice map ! Maps with a low ramp count are the best maps. Your map has only two ramps, it makes it almost perfect. However I agree that the base layout is rather un inspired. You made some holes in the walls for aesthetics purpose, maybe you could give them a use and make some of them pathable but blocked by small destructible rocks. It would make the map very unique
On January 03 2015 17:26 SidianTheBard wrote: ramp positioning?(wtf?)...........................check uninspired layout....................................check hard to read(aka bad aesthetics).............check Inefficient gas/proportions.......................check Korean map?........................................check GSL Map!(if it is i swear to god).............check!
I'm sorry but the only "interesting" thing about this map is that you use high ground walls as the map boarders. Otherwise it's a fairly boring map that doesn't look that great, with inefficient gas geysers. You could at least make the outside border a desert which is how it is in the book/movie, or make the walls a darker cement tileset so they stand out easier.
I have to disagree here. The aesthetics are fresh and well made. Sure you could differentiate the areas for better readability, but it's not necessary. As long as the gas positions are the same for both there's no real issue. But these to me are just minor things, there are more important things to focus on. What this map brings is a fresh take on pathing that requires more decision making, which is nice to see because alot of maps on here uses pretty much the same pathing. Also I wonder if small units can go through some of the holes in the walls, but probably not. The weakness in this design is the disadvantage for Z because of the middle expansions. Z could really use a safer corner expansion to balance the lategame. So my suggestion is to remove the gold expansions (which are overused anyway) and place blue expansions in the corners. It's not the most exciting of maps, but it can be better than most in my opinion.
I like this a lot. The concept is really simple and interesting, and the map looks OK when you play it (I agree the pic isn't flattering). The ambiance of the map is also quite oppressing (walls everywhere, that sickening green light in which everything seems to bath...).
By the way, seriously, it would be great if foreign mapmakers could stop bashing Korean mapmakers every time they see a Korean map that's not absolutely perfect and awesome. You end up looking like insecure people starving for recognition. To address more specifically SidianTheBard's post, it's OK if you don't like the map, but the "Korean map ? ..... check" thing really set my teeth on edge.
On January 03 2015 17:26 SidianTheBard wrote: ramp positioning?(wtf?)...........................check uninspired layout....................................check hard to read(aka bad aesthetics).............check Inefficient gas/proportions.......................check Korean map?........................................check GSL Map!(if it is i swear to god).............check!
I'm sorry but the only "interesting" thing about this map is that you use high ground walls as the map boarders. Otherwise it's a fairly boring map that doesn't look that great, with inefficient gas geysers. You could at least make the outside border a desert which is how it is in the book/movie, or make the walls a darker cement tileset so they stand out easier.
I have to disagree here. The aesthetics are fresh and well made. Sure you could differentiate the areas for better readability, but it's not necessary. As long as the gas positions are the same for both there's no real issue. But these to me are just minor things, there are more important things to focus on. What this map brings is a fresh take on pathing that requires more decision making, which is nice to see because alot of maps on here uses pretty much the same pathing. Also I wonder if small units can go through some of the holes in the walls, but probably not. The weakness in this design is the disadvantage for Z because of the middle expansions. Z could really use a safer corner expansion to balance the lategame. So my suggestion is to remove the gold expansions (which are overused anyway) and place blue expansions in the corners. It's not the most exciting of maps, but it can be better than most in my opinion.
Zergs will not be happy until they can safely reach 70 workers, build up a mineral+gaz bank and overflow their opponent. Where's the challenge if you don't have to take any risks during the game ?
On January 04 2015 01:06 [PkF] Wire wrote: By the way, seriously, it would be great if foreign mapmakers could stop bashing Korean mapmakers every time they see a Korean map that's not absolutely perfect and awesome.
On January 04 2015 01:13 algue wrote: Nice Overgeneralization.
I agree that was awkward from me, but it's not the first time I see that kind of post (in the tone of "if that map was made by a foreign mapmaker no one would ever pay attention to it look it has default A default B and default C, and now it's going to make GSL") and it always drives me mad.
That smells like the kind of map that Proleague would use. Overall it's pretty nice, although the layout feels a bit weird/uninspired concerning the fourth positioning and the map feels difficult to read from the overview. But the aesthetics in game look pretty awesome.
On January 04 2015 01:13 algue wrote: Zergs will not be happy until they can safely reach 70 workers, build up a mineral+gaz bank and overflow their opponent. Where's the challenge if you don't have to take any risks during the game ?
It's not about making people happy, comfortable, easy resources, smooth flow whatever. What I'm saying is that the middle expansions are easily denied by T rally and P pushes. The ones in the center are fine, the gold expansions are not. Z has no option other than expanding towards their opponent, and on the flipside that's exactly what T, P wants in most cases.
On January 03 2015 15:17 -NegativeZero- wrote: Nice concept. Maybe consider rotating the main ramps 90 degrees to reduce the travel time from main to nat to make defending blink attacks easier.