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I made this map a few weeks ago, and since I feel up to it I'm adding a TeamLiquid thread for it now. I started this map with the intention to rehash an old map of mine, which I called Diamondback Complex, and since I was feeling lazy, I just redid the theme I used in that map as well. (With some edits to texture set) Far as layout is concerned, they ended up deviating quite a bit, although that doesn't really matter. Often I make a map better when I have another in mind than when I'm trying to think one from scratch, regardless of if the new map ends up nothing like the source material that inspired it. Map Specifications
Map Bounds:124x144 Servers:NA | EU | KRRush Distances: Main to Main: 39 Natural to Natural: 29 Tileset:+ Show Spoiler [Aesthetics] ++ Show Spoiler [Previous versions] +
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Looks very solid. Also beautiful.
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Are the gases on both nats positioned properly?
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I love this map! If this were in the last TLMC, it would've been one of my top fives.
The thirds are placed strategically so that you have one safe third, one aggressive third, and one pocket third somewhere between being aggressive and being defensive. All of the options for thirds have multiple angles that an attacker could exploit or at least devote time to making a decision. The safe third has rocks blocking one of those paths that can be destroyed; the forward third has a small choke to the center and a larger choke around the side; and the pocket third has two angles that it can be attacked from depending on which way the attacker navigates around the obstruction. Allowing players multiple choices on how to play the game is what differentiates a good map from a great map.
There is also very little wasted space on the map. There are pretty much no pockets of empty space anywhere that you can see on many other maps.
The only change I would suggest is the following: moving one of the geysers at the naturals so that they are opposite one another (and while you're at it, triple check that tanks can't hit anything important from the low ground by the third). I had considered suggesting that you put some line-of-sight blockers on the map, but it doesn't really need them, and putting them on the map just so that the map has them is probably the wrong way to think about it.
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The lowground cliffs looking like turds from the overview. May be biased, just took out the dog.
As for the map.. love it
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Updated the map, changes are mostly adjusting mineral lines and the space around them, trying to fix liberator abuseability, etc. (Updated image in OP)
@151, yes, the geysers in the natural are efficient, it that's what your wondering.
@Antares, about your suggestion with the geyser. I've kinda tried, but I can't find a way to adjust the natural to allow that, without having a geyser be awkwardly placed, and very vulnerable.
@themusic246, .......
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Sorry, i can't unsee it now
Subtle vision blockers might be nice if you can make some cool dynamics with them near the center to make battles/flanks there more interesting, as Antares said. Also, the highground texturing is legit.
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I... really, really like this. I feel like it has a lot of options.
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Particularly I enjoy how you can split the map multiple ways.
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I really like this map! Only nitpick I have is that the ramps aren't dirty enough for me. The minerals and gas at the natural maybe look a little wonky, but the geysers are in a cozy safe space.
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