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FTM Crimson Aftermathby Fatam (Click all images for larger, better quality versions (no blur))154x120Published to NA/EU/KRVersion 1.2Overhead view: (~exact bounds) + Show Spoiler +More Close-ups: + Show Spoiler +One of my favorite layouts that I've made, hope you guys like it as well. The idea was just to make an insanely dynamic map in every possible facet. i.e. every kind of game could potentially happen on the map, with a hundred different ways to expand, and very different ways to attack so that it doesn't get stale. Hope it succeeded in that. GL HF
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I have concerns with the watch tower.
If an attacking player moves for that third base (Which they always would, since the other is too open, they can attack easily from two angles, and be able to see both chokes/rocks, giving them an incredibly strong contain position. Forcing the defending army through the natural choke would be unrealistic, as it's too far away.
The rock tower is pretty questionable too, as it seems like it would only favor the aggressor in cutting off access to the third.
It also feels like the rush distance is incredibly long, which might be a bit of a problem :x
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The rock tower was a very late addition, I worried that people would go "OMG 2nd entrance to nat? QQQQQQQ" even though it's pretty easy to defend and has a buffer. I'll probably just take them back out.
Rush distance isn't terribly long at all, though. There's stuff all over the various lotv map pools that have been longer.
The XNT is supposed to be a very offensive XNT, and an open-ended question/deterrent to taking the protected third. My thoughts on it are this. The only MU where you would "have" to take that third as your third is PvZ, where you aren't as worried about being sieged up from that highground, at least not initially until Z has higher tech units. By then you can break through the rocks and take the highground for yourself. In other MUs (anything vs. T) you probably wouldn't want to take that base. Would love to hear more thoughts on this from anyone
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You would have to take that third in any Zerg based matchup due to Light Bane hydra in TvZ/PvZ. Terran would have no way of dealing with a massive concave on the open third, and ZvZ would be suicidal to take that third.
Aesthetically, its very nice. Kind of an evolution of Blood Boil and mixed with a bit of Diablo 3.
The rough dirt/crater texture seems a little too harsh though, how would the Phaeton Dirt Light look?
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yeah true, but Terran really doesn't care if Zerg has highground a tank's reach away, at least at that point in the game. It's only problematic if it were the other way around. As long as Zerg is not forced to take that base against Terran or Protoss and Protoss is not forced to take it against Terran (which neither is true, I believe) then I'm pretty sure it's A-OK.
I do agree about the rock towers though, the QQ voices in my head from the masses were telling me to put it in for extra nat security and I shouldn't have. Whenever I make an update in the next 24 hrs I'll take them out.
by rough dirt/crater do you mean meinhoff rock on the lowground edges? or
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Aesthetics seem familiar... I approve! lol
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hey lore, thanks for popping in.
updated to 1.1
Overhead view: (~exact bounds) + Show Spoiler +
- Took out the Collapsible Rock Tower - Went back and forth on it but did take out the XNT, in the end I think the bad things that could come of it outweighed the cool things - Changed ramp near where XNT used to be to 2x - Some other small things such as slightly reducing the static shadow intensity and reorienting a couple mineral lines
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The Colors are amazing
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