(4) Street Spirit
Post #22
CecilSunkure
Nov 21 2010, 11:14 pm
Post #24
Syphon
Nov 26 2010, 5:50 am
Post #25
NicholasBeige
Feb 19 2011, 2:03 pm
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Too much xel'naga coverage. Looks too open - no forcefield-hotspots, except ramps and one or two other places.
suggestions:
![]() Key - RED = excessive Xel'Naga Vision Key - YELLOW = moderate Xel'Naga Vision (about right) Key - GREEN = assumed vision of player units at 5 minutes (excluding overlord placement) Key - WHITE = ground rush distances (the opposite is too short) Key - GREY = hidden-spots (for rush distances and paths) <--- there are NONE. Key - BLACK = blind-spots (for proxy's and other nastyness) Basically the center of the map needs some sort of focal or strategic point. Like how in Xel'Naga caverns there is a massive hole with two (and four) total alternate paths for pushing against leading to naturals and golds respectively with the ultimate goal of ending up at the opponents ramp. In Metalopolis, the golds are close enough to be abused by Tier 3 long range units (Collosus, Brood Lord and even Siege Tanks). I think by creating 1 highest cliff level in the center, which contains 4 ramps (2 on each side), both Gold expos and 1 xel'naga - will create interesting gameplay dynamics in controlling the centre or being forced into a push when your opponent tries to take the centre. Also - whether intentional or not - it is rare to see a Xel'Naga on lower ground. Especially if the ramp/escape route leads into the path of an approaching enemy army and other hiding places for the spotter unit are all negated if the enemy takes that watch-tower. This post was edited 1 time, last edit by Cardinal: Feb 19 2011, 2:11 pm. ![]() ![]() ![]() ![]() ![]() ![]() Gone.
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