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Name: Sentinel Playable size: 140x148 Spawns: Top right, bottom left Main to main: 48 sec
Variety of 3rd/4th expansion patterns with rocks in the middle constricting early game pathing and protecting the lowground bases. A bit more on the macro side with 16 bases and longer rush distance but still a good amount of attack paths/flanks. Feedback appreciated.
Terrain: + Show Spoiler +
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Much nicer than Vardona. I still have a few concerns about the main and nat though. Protoss wall-offs look a bit painful on this map--you certainly can't do the full wall-off the ramp thing that people do on Abyssal. Could you provide an example of a Protoss wall-off? I'm also not fond of the way the main ramp is placed--it seems to me like tanks stationed at the third could punish it quite heavily by sectioning reinforcements from the main while pushing from that angle. I also wonder if there's a way to make the 3/9 o'clock bases more desirable--maybe push back the highground bases close by?
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Updated op, thx for feedback: ======= 1. Changed main ramp 2. 3/9 o'clock bases distance from highground increased
Here's a wall: + Show Spoiler + Here's old ver: + Show Spoiler +
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On January 09 2018 08:35 fluidrone wrote: nice lost temple feel <3
I'm really not seeing it
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The map looks really solid, and initially seems similar in layout to Abyssal Reef. I have nothing to say about the layout, it seems well balanced.
Aesthetically though, I feel like the map has a lot of gray and muted tones. I think it would benefit visually from some higher contrast textures, or maybe just more colors? I could be completely wrong though, since I have never been good at texturing maps anyway.
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On January 10 2018 05:22 Antares777 wrote: The map looks really solid, and initially seems similar in layout to Abyssal Reef. I have nothing to say about the layout, it seems well balanced.
Aesthetically though, I feel like the map has a lot of gray and muted tones. I think it would benefit visually from some higher contrast textures, or maybe just more colors? I could be completely wrong though, since I have never been good at texturing maps anyway.
The aesthetics are based on Pandora, and if you compare them it's easier to tell the difference. The two big points I think are that Avex does a better job of limiting the amount of area that are just grey shades, and also has those very detailed grass textures which prevents the map from looking too hazy/blurry overall. Sentinel doesn't look as sharp. Though I'm no good at texturing either.
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It does have a very "bleh" aesthetic, sorry to say but that was the first thing I noticed. :c A lot of grey, a lot of mucky, dull greens with small bits of pink highlights scattered around which don't break apart the rest of feeling of the map for me, and it going from mucky green and dark grey -> light plastery greys -> more green with brown and grey. It reminds me of Deep Jungle in Kingdom Hearts but not in a good way, question mark? I wonder if changing one of the three (four?) grey, plastery textures for something else would help with that. Units read well as an upside.
Edit: I suppose I should also say that I neither loved nor hated Pandora's aesthetics, I only somewhat liked them, for context on my feelings on that map.
At first glance there are spots that feel "fingerprint-y" too: places where one or two textures look like fingerprints on a graphite illustration or splat of spilled coffee or grape juice on a white piece of paper over the rest of the textures, if any of that makes sense.
Side note: the layout for the first 4-5 bases looks incredibly similar to a bunch of maps I made a couple years ago, idk if that's good or bad since only two people have played mine, but I like it.
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Alright - updated OP with some more aesthetic spice, thanks for the feedback. Will probably add more later. Also added some rock towers to 3:00 and 9:00 bases. Aesthetics aside anyone else see any balance issues or have any other suggestions?
Here's the old stuff: + Show Spoiler +
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A few extra points:
- One of the natural geysers is quite vulnerable (to tanks). Moving it to the other side like on Abyssal makes it safer, but unfortunately means that zerg can't scout it as easily (Abyssal has space behind the nat. so it isn't as much of a concern). Maybe move the gases in the main to the inner side, so that they can be scouted easily to compensate. - Consider adding some overlord pods - Player 1 starting with 4 extra stalkers might be a tad unfair
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Updated OP: ====== 1. Changed nat layout a bit to make safer from siege 2. Added more oviepods 3. Added more pretties to aesthetic 4. Removed player 1 stalkers after much thought. Also found an adept in a random pit. :3
Thanks for the feedback
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pretty good execution of an up to date standard map but dont think its unique enough to warrant its own place or innovate
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On January 12 2018 08:27 Meavis wrote: pretty good execution of an up to date standard map but dont think its unique enough to warrant its own place or innovate
I think that is the problem with a good 95%+ of maps these days. Unless you've got something new/special to offer, what's the point? We have such an embarrassment of riches when it comes to very solid, standard maps, and most of them haven't been used yet by any tournaments or ladder. So we'll just add more to the stockpile I guess lol
Map is good though, I mean no disrespect at all. With the random units leftover from testing thing, just check your units list on the sidebar and look for anything not vespene or minerals, rather than having to scour the map. Could be easier on you.
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Yea every time i take screenshots is like 1am, im tired, and there's random stuff laying around from tests. Happens :3
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Do you guys really think it's a waste of time making "standard" maps? I feel like a few solid standard ones always make it into ladder and those are sometimes the best games to watch. If every map must have a gimmick, here's this one's xD
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On January 13 2018 07:39 themusic246 wrote:Do you guys really think it's a waste of time making "standard" maps? I feel like a few solid standard ones always make it into ladder and those are sometimes the best games to watch. If every map must have a gimmick, here's this one's xD
I don't really agree. A map is rarely going to get much exposure regardless of whether it's dead standard or extremely creative. It's nice if the map has a little something that's unusual or uncommon about the layout (hopefully not a gimmick), but I don't think it should get in the way of making the map as good as possible. It's not like the standard maps that people make are flawless.
And btw you should make the texturing of the area around the geyser you moved the same as the other geysers.
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