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Melee Map
Tell me what you think of my map, thanks.
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donkeytavern
5 Posts
Download: Melee Map Tell me what you think of my map, thanks. User was banned for this post. | ||
arb
Noobville17917 Posts
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CoL_DarkstaR
Germany649 Posts
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donkeytavern
5 Posts
On May 26 2017 16:51 CoL_DarkstaR wrote: I like it. The natural cliffs will probably make muta micro too strong... Those cliffs are designed to make the natural easier to defend, not harder :/ | ||
CoL_DarkstaR
Germany649 Posts
On May 26 2017 16:52 donkeytavern wrote: Show nested quote + On May 26 2017 16:51 CoL_DarkstaR wrote: I like it. The natural cliffs will probably make muta micro too strong... Those cliffs are designed to make the natural easier to defend, not harder :/ I think it's easier to defend if you have some space behind the minerals instead of cliffs. It costs the terran so much time to walk around trying to defend mutas (while they can totally wreck the terrans base elsewhere) and brings a few other issues (lurker drops, tank drops). Just my two cents as a Zerg though. | ||
maybenexttime
Poland5253 Posts
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ninazerg
United States7290 Posts
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donkeytavern
5 Posts
On May 26 2017 17:13 ninazerg wrote: I appreciate that you decided to try your hand at map-making. A big problem, however, is the high ground immediately outside of the natural. This makes containments very, very hard to break. Also, unfortunately, the prior commenters are correct in saying that the cliff will make mutalisk harass really strong. I fixed it, no more high ground! Basically the idea of the map is to control the center. Containments are also hard to break on Destination but no one cares about that.... Destination has two small bridges. You can contain even easier. The ramp doesn't make it that much more difficult, I am a PvT player. Also, on Heart Break Ridge there is space behind the natural, but no one bats an eye to that. Although I understand that the space is against the wall its not that much different though. When you make a map like that everyone says its a bad idea, but when it's in a proleague map no one questions it. They only don't take it without question and try to figure out how to play on it because it didn't come from the pro leagues. It's too difficult to make a map these days because people immediately think its a bad map if its not pro league map. fuck it. | ||
JungleTerrain
Chile799 Posts
You have a lot of wasted space everywhere which isn't bad in itself (can be argued), but the fact that pathing is so linear and the middle smaller than most standard KeSPA maps makes a bad combination in which pushes are really strong (and rewarding since the area outside the nat also controls the entrance to the third as well) and contains hard to break. There are also few overlord spots around the map for which zergs can use to view army movement, with the only significant ones at the nat. You can add high temple at various spots to potentially change this. From looking at the picture it seems like the nats are awkwardly a bit away from the ramps, maybe standardize them a bit? | ||
donkeytavern
5 Posts
On May 26 2017 17:48 JungleTerrain wrote: Oh Xelious what are we gonna do with you... You have a lot of wasted space everywhere which isn't bad in itself (can be argued), but the fact that pathing is so linear and the middle smaller than most standard KeSPA maps makes a bad combination in which pushes are really strong (and rewarding since the area outside the nat also controls the entrance to the third as well) and contains hard to break. There are also few overlord spots around the map for which zergs can use to view army movement, with the only significant ones at the nat. You can add high temple at various spots to potentially change this. From looking at the picture it seems like the nats are awkwardly a bit away from the ramps, maybe standardize them a bit? Contain is no harder to break than on any other map. If you are being contained it's because you are losing to your opponent. Destination is even worse when it comes to contain. Both Destination and Heart Break Ridge have space behind the natural but no one gives a shit kuz its a pro league map. It also has no less overlord spots than any other fucking map and the middle is probably fun as hell in PvT because of all the flank space. I hate making maps because people are dumb afk.... | ||
JungleTerrain
Chile799 Posts
On May 26 2017 17:52 donkeytavern wrote: Show nested quote + On May 26 2017 17:48 JungleTerrain wrote: Oh Xelious what are we gonna do with you... You have a lot of wasted space everywhere which isn't bad in itself (can be argued), but the fact that pathing is so linear and the middle smaller than most standard KeSPA maps makes a bad combination in which pushes are really strong (and rewarding since the area outside the nat also controls the entrance to the third as well) and contains hard to break. There are also few overlord spots around the map for which zergs can use to view army movement, with the only significant ones at the nat. You can add high temple at various spots to potentially change this. From looking at the picture it seems like the nats are awkwardly a bit away from the ramps, maybe standardize them a bit? Contain is no harder to break than on any other map. If you are being contained it's because you are losing to your opponent. Destination is even worse when it comes to contain. Both Destination and Heart Break Ridge have space behind the natural but no one gives a shit kuz its a pro league map. It also has no less overlord spots than any other fucking map and the middle is probably fun as hell in PvT because of all the flank space. I hate making maps because people are dumb afk.... Why are you asking for thoughts about your map then? I only give suggestions that I think will help, with reasons as to why. Destination also has bridges in the middle of the map where pushes can be slowed, so this is not the best counter-example to use. I agree that breaking a contain on destination is about as hard as it is here, but also take into account that the double bridge natural entrance works in unison with the backdoor behind the natural; here you only have one way out. And not all KeSPA maps are the golden standard, most people know this by now I feel. | ||
shakigami
216 Posts
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donkeytavern
5 Posts
On May 26 2017 18:01 JungleTerrain wrote: Show nested quote + On May 26 2017 17:52 donkeytavern wrote: On May 26 2017 17:48 JungleTerrain wrote: Oh Xelious what are we gonna do with you... You have a lot of wasted space everywhere which isn't bad in itself (can be argued), but the fact that pathing is so linear and the middle smaller than most standard KeSPA maps makes a bad combination in which pushes are really strong (and rewarding since the area outside the nat also controls the entrance to the third as well) and contains hard to break. There are also few overlord spots around the map for which zergs can use to view army movement, with the only significant ones at the nat. You can add high temple at various spots to potentially change this. From looking at the picture it seems like the nats are awkwardly a bit away from the ramps, maybe standardize them a bit? Contain is no harder to break than on any other map. If you are being contained it's because you are losing to your opponent. Destination is even worse when it comes to contain. Both Destination and Heart Break Ridge have space behind the natural but no one gives a shit kuz its a pro league map. It also has no less overlord spots than any other fucking map and the middle is probably fun as hell in PvT because of all the flank space. I hate making maps because people are dumb afk.... Why are you asking for thoughts about your map then? I only give suggestions that I think will help, with reasons as to why. Destination also has bridges in the middle of the map where pushes can be slowed, so this is not the best counter-example to use. I agree that breaking a contain on destination is about as hard as it is here, but also take into account that the double bridge natural entrance works in unison with the backdoor behind the natural; here you only have one way out. And not all KeSPA maps are the golden standard, most people know this by now I feel. You're right, why ask morons that think everything is bad except KeSPA maps. Destination bridges are actually much harder to break contain on than the ramp on this map but you wouldn't know that jungleterrain because you are a joto banger... Besides, if this map were made by one of your friends it wouldn't matter if the donkeys were blocking all the chokes because its your friends map even when there are obvious flaws everywhere. | ||
-NegativeZero-
United States2136 Posts
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JungleTerrain
Chile799 Posts
On May 26 2017 18:14 donkeytavern wrote: Show nested quote + On May 26 2017 18:01 JungleTerrain wrote: On May 26 2017 17:52 donkeytavern wrote: On May 26 2017 17:48 JungleTerrain wrote: Oh Xelious what are we gonna do with you... You have a lot of wasted space everywhere which isn't bad in itself (can be argued), but the fact that pathing is so linear and the middle smaller than most standard KeSPA maps makes a bad combination in which pushes are really strong (and rewarding since the area outside the nat also controls the entrance to the third as well) and contains hard to break. There are also few overlord spots around the map for which zergs can use to view army movement, with the only significant ones at the nat. You can add high temple at various spots to potentially change this. From looking at the picture it seems like the nats are awkwardly a bit away from the ramps, maybe standardize them a bit? Contain is no harder to break than on any other map. If you are being contained it's because you are losing to your opponent. Destination is even worse when it comes to contain. Both Destination and Heart Break Ridge have space behind the natural but no one gives a shit kuz its a pro league map. It also has no less overlord spots than any other fucking map and the middle is probably fun as hell in PvT because of all the flank space. I hate making maps because people are dumb afk.... Why are you asking for thoughts about your map then? I only give suggestions that I think will help, with reasons as to why. Destination also has bridges in the middle of the map where pushes can be slowed, so this is not the best counter-example to use. I agree that breaking a contain on destination is about as hard as it is here, but also take into account that the double bridge natural entrance works in unison with the backdoor behind the natural; here you only have one way out. And not all KeSPA maps are the golden standard, most people know this by now I feel. You're right, why ask morons that think everything is bad except KeSPA maps. Destination bridges are actually much harder to break contain on than the ramp on this map but you wouldn't know that jungleterrain because you are a joto banger... Besides, if this map were made by one of your friends it wouldn't matter if the donkeys were blocking all the chokes because its your friends map even when there are obvious flaws everywhere. Why do I even try... it's been 10 years and you still act the same... | ||
Bonyth
Poland499 Posts
So with your choke points being smaller, u see that may lead to non-standard games. Well if that was your intention, that's fine. But it's hard to innovate a map different than koreans when u are just a foreigner map maker. It's only natural people don't accept the map. | ||
Demurity
United States424 Posts
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DanteStyle55
14 Posts
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Dante08
Singapore4101 Posts
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ldv
United States103 Posts
On May 26 2017 23:08 Dante08 wrote: Why is OP banned lol cause he's been banned about 100 times and is a toxic ass. | ||
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