Attention: This is what an interesting map with a concept looks like. Note I haven't doodaded it yet.
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Post has been edited 1 time(s), last time on Dec 11 2009, 7:41 pm by Excalibur.
This map reminds me of Carthage.
I'm looking for any balance issues or non-standard map features that I can from the map preview, I'll probably just test it or something if I have time.
The natural choke concerns me for Zerg vs Terran because of the wide amount of attacking directions a Terran can come from and you can't defend both fronts very easily with sunken colonies.
To take advantage of this I think a Terran should either go for a vulture run by with speed or a Marine and Medic +1 Firebat sunken break.
To deal with the two front choke I would go for a Zergling heavy early game instead of getting sunkens. but a Terran could probably beat this by going for a sunken break with a Firebat anyway.
Another option for a Zerg player is to go 2 Hatch Lurkers and be aggressive in the early to mid game hoping to gain an advantage by pushing the natural.
This map looks harsh for the standard Protoss FE because of the wide open natural, I think Protosses will opt to go two gate with the wide open naturals.
I'm interested in playing this. Unfortunately I don't have any friends to play melee with. D:
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Bottom base (gas and at least one min patch) can be tanked from the nearby expansion, top can't :X
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uhhh i dont think it is possible to block the top left main off due to the conflict between the water and high ground south of it. Looks like lings could pounce through.
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Wall-ins are going to be near impossible after the edits are done. I'll be posting a new version soon that will show you what I mean.
Bottom base (gas and at least one min patch) can be tanked from the nearby expansion, top can't :X
Could it be that we have a case of 'symmetrical gas > balanced gas''? :]
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Bottom base (gas and at least one min patch) can be tanked from the nearby expansion, top can't :X
Could it be that we have a case of 'symmetrical gas > balanced gas''? :]
Although balanced gas is more important, notice in both mains I'm using top-top gas, tankability is definitely a problem. So no we actually have balanced gas > protection. However I've fixed the problem in the next version.
Excellent map.
However, dont you think the map looks a tad too tight?
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Possibly but with the newly opened middle I feel I've lessened the problem. I may have to re-structure the side ramps coming off the middle in order to give the side paths more room.
This map has "Siege Tanks" written all over it.
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This map has "Siege Tanks" written all over it.
It's not that tight.
I'll be posting a new version shortly.
The nats are waaaay too easily tankable.
IMO you have too many gas expansions.
You can easily tank the secondary expos (remember; you can still tank without high ground present, so long as there's a wall between the tanker and the tankee).
Some of the terrain is rather butt-ugly, to be completely honest (including doodads), but you said that it wasn't final, so I won't give you specifics right now.
That's all I have to say without actually playing a match on it. Oh, and you didn't mirror the tree doodads located on Red's main onto Blue's main.
Post has been edited 1 time(s), last time on Dec 12 2009, 4:25 am by Pronogo. Reason: "too" instead of "to."
Might I ask why there are 3 mineral things are next to the blocked off gas? I know it's supposed to stop a nexus/cc/hatch, but why 3 of them?
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Might I ask why there are 3 mineral things are next to the blocked off gas? I know it's supposed to stop a nexus/cc/hatch, but why 3 of them?
So a terran player cant gain an advantage by floating his cc up there to gain a faster expo
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@Prongo:
>Doodads are not finished.
>Min onlys have been redone
>Second min onlys are meant to be tanked.
>Decoration isn't finalized until map structure is finalized.
@Oli
>Stallion is right, it is to prevent CC float.
Wait one more thing, gas in bottom left expo is to the right of a potential base
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Already sexy w/o doodads...
I know I'm not good at this.. but what's the reason for making the high terrains in the middle unbuildable?
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