I haven't made maps in a while so I made one really quickly (like 1 1/4 hour). Tell me what you think/what I need to work on.
Pic v.1.0:
http://s248.photobucket.com/albums/gg186/JasonZhan123/?action=view¤t=Hecatonchires.jpgPic v.1.1:
http://s248.photobucket.com/albums/gg186/JasonZhan123/?action=view¤t=Hecatonchiresv11.jpgFor v.1.1 You can't see it well, but there are solar array lines in those empty spaces near the edges in the middle.
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Post has been edited 2 time(s), last time on Jun 22 2008, 8:18 pm by Moon)SHieLD(.
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Damn this is really good as far as from what I can tell!
You should move the obs start locations into the middle though.
Demon, if you dont know about melee, stay out of the kitchen.
Nat is bad for Z, T or P can run right past any sunks and so your forcing a 3 hatch which isnt very nice. Its too tight and linear in style and the sprites do nothing but tighten it up further.
Remove the sprites and make it so the nat hatch defends the main ramp. Instead of a bridge in the middle make it a wider area of solar array.
Also, gas issue. If one player has a gyser top or left of the start location and the other has it to the right or bottom, it creates an imbalance built into how SC works with gas mining, although unintentional, it still affects the game. Always try to place gysers at the top or left of the start location to ensure efficent and balanced 3 worker gas mining.
Edit: Did some rethinking. Keep only the sprites on the nat backdoors, still remove and wider solar array the middle bridge, however widen the bridges above and below it that currently have the single disruptor on them, and remove the disruptors.
Post has been edited 1 time(s), last time on Jun 22 2008, 2:18 pm by Excalibur.
Do left and right truly matter? I really only find that players who have slow access to minerals at the beginning of a game (Minerals north of start) may suffer. Left and right seems perfectly fine to me though...
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Vi3t, please see
If you dont know about melee, stay out of the kitchen.
Edit: In response to 1.1:
Still a little tight and linear but that cant be helped due to the maps over-all layout. It should play decently, but 3rd gas is a little far for Z. Again, its just how the maps layed out.
i think you should make the third bases (with gas) smaller, move in the bridge with the map artifacts, and subsequently you can make the middle bigger
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You'd think the entire map would be fit for a power struggle.
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Still, nat needs to be closer for zerg's 2 hatch
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Ok well I didn't actually open the map and look at it.
I like the terrain though.
good map much like the map
Zodiac and
Zodiac is a damn good map so keep up the work
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