The reason I haven't posted a map in so long is because I had to do this map over and over and over again. Why? If you saw the previous versions of this map, you would understand. Its a 128x128 map, I thought I would try my luck there.
I'm working on a 4 player map (Rotational symmetry and if I may say so, it doesn't look as bad as my last one).
Anyways, here it is:
Edit:
Forgot to mention thats 4 stacked temples. Deco on the sides isint done.
Attachments:
Post has been edited 2 time(s), last time on Jan 19 2010, 1:14 am by Ciara.
None.
Unless your decoration isn't completed yet, I'm going to go ahead and yell at you for that. Especially pertaining to the upper-right and bottom-left. There's about, say, four doodads on each of those areas.
The spritage you have in between the Psi Disruptor sprites throws me off even more, as it's detailed nicely (if a bit
too much). It contrasts the rest of the map's decoration too much, so I'd suggest you plant more sprites and/or doodads.
Your mud tiles are too repetitive.
I can't tell if it classifies as 'wasted space' or not, but there's too much high dirt
inside the map and not enough
outside it.
The expansions within the high ground walls are too close to each other (or they look it).
The nats are extremely tankable.
The water in the corners is a nice touch, but... I don't know. Something about this entire map just turns me off, aesthetically.
Unless your decoration isn't completed yet, I'm going to go ahead and yell at you for that. Especially pertaining to the upper-right and bottom-left. There's about, say, four doodads on each of those areas.
The spritage you have in between the Psi Disruptor sprites throws me off even more, as it's detailed nicely (if a bit too much). It contrasts the rest of the map's decoration too much, so I'd suggest you plant more sprites and/or doodads.
Your mud tiles are too repetitive.
I can't tell if it classifies as 'wasted space' or not, but there's too much high dirt inside the map and not enough outside it.
The expansions within the high ground walls are too close to each other (or they look it).
The nats are extremely tankable.
The water in the corners is a nice touch, but... I don't know. Something about this entire map just turns me off, aesthetically.
How are the nats tankable?
Post has been edited 1 time(s), last time on Jan 19 2010, 1:13 am by Ciara.
None.
Address the tank holes then, at least.
Address the tank holes then, at least.
Whatever do you mean (wink, wink).
None.
Decent design but I think Terran would run this easily. In TvZ they have a single place to defend 4 bases, unless Lurkers try to break the Temple, and one Tank plus a Turret stops that. In TvP they can push up the middle easily without fear of being flanked, there's even places for turrets when pushing.
You're probably better off shrinking it to 128x96 or 96x128 and trying to make the sides more useful. As it is now, opening up the Temple just opens another attack point where you can't really get your troops to quickly. If you enlarge the secondary paths that are also blocked by neutral buildings you can probably improve the map there, too.
None.
Whatever do you mean (wink, wink).
I'm referring to your nats and their extreme tankability. You can - literally - park your tanks beneath/above the Mineral lines and wipe out everything, including the hub.
Decent design but I think Terran would run this easily. In TvZ they have a single place to defend 4 bases, unless Lurkers try to break the Temple, and one Tank plus a Turret stops that. In TvP they can push up the middle easily without fear of being flanked, there's even places for turrets when pushing.
You're probably better off shrinking it to 128x96 or 96x128 and trying to make the sides more useful. As it is now, opening up the Temple just opens another attack point where you can't really get your troops to quickly. If you enlarge the secondary paths that are also blocked by neutral buildings you can probably improve the map there, too.
In TvP, the middle is open enough to flank the terran. But you are right about everything else. If I removed the turret room, itd fix the TvZ problem.
Eh, Im just going to scrap it and make a 96x128 map.
Damnit!@Pron
Sometimes you have to be experimental in your concepts, even if it affects the balance negatively.
None.
The design is identical to Monty Hall. I'd have to say- these kind of maps have already been proven that T's would own.
None.
Rofl
ImageDeo. Only 25% of those even pose a threat to the expoes.
Rofl ImageDeo. Only 25% of those even pose a threat to the expoes.
Does that matter? I would think that tank holes are annoying even if all the enemy can do is use them to harass forces moving from place to place.
Plus, that 25% AT LEAST should have something DONE ABOUT IT.
None.
Does that matter? I would think that tank holes are annoying even if all the enemy can do is use them to harass forces moving from place to place.
Plus, that 25% AT LEAST should have something DONE ABOUT IT.
Of course it should. I'm just saying that it's a little silly to be like I CAN PLANT TANKS WHERE NOTHING WILL HAPPEN WTF FIX.
I don't think any T player would ever try and harass forces by planting tanks in the middle of nowhere, but I suppose that varies from player to player.