Final version, unless anyone has something to say.
Attachments:
Post has been edited 2 time(s), last time on Aug 28 2010, 9:54 pm by ImagoDeo.
None.
Mains are definably too small:
The backdoor is walkable at the moment, at least the north one was. My SCV was able to run right through the right of the rocks into the opponents main.
The layout seems fine but it definably needs some more going on, its pretty bare at the moment. I personally really love these beach like maps, reminds me of Total Annihilation. I don't feel like the xel'naga's really accomplish much, its impossible to sneak a gold since you are forced to past them while attacking/scouting, and the xel'nagas really don't watch more then that.
The rush distance looked long but after testing it was not that bad, on the lower side actually.
None.
Mains are definably too small:
Yeah, I'll fix that. Thanks for confirming it.
The backdoor is walkable at the moment, at least the north one was. My SCV was able to run right through the right of the rocks into the opponents main.
I could swear I placed the rocks just right... well, I'll check things again just to make sure.
The layout seems fine but it definably needs some more going on, its pretty bare at the moment. I personally really love these beach like maps, reminds me of Total Annihilation. I don't feel like the xel'naga's really accomplish much, its impossible to sneak a gold since you are forced to past them while attacking/scouting, and the xel'nagas really don't watch more then that.
Yeah, I hadn't gotten around to doodading things yet. I'll add LoS blockers and stuff to make things more interesting.
The rush distance looked long but after testing it was not that bad, on the lower side actually.
Yeah, I ran it through SC2 Map Analyzer and it scored a 191.9. That's not entirely accurate, though, because SC2 MA didn't get the bases quite right.
Stay tuned for an update.
None.
See first post for updates.
Post has been edited 1 time(s), last time on Aug 28 2010, 9:43 pm by ImagoDeo.
None.