The map itself is nice but the outskirts are literally the same thing all the way around... try using some weather doodads and adding fog and please make it less repatative.
I dont like the layout of the center expansions: thirds are pretty obvious to take, fourth - depending how are you playing. But if you would want to take another base, it gets really tricky for me; I think they are too close. But not many games play that long.
I think this map is not good for counter attacks, because the third's choke is really thin, and also when parking my army outside of my natural, I can cover two ways of attack, while walling[toop] or cannoning[bot] the other. I can covver much space with Forcefields if I need, too. Fighting a BL army would be tough, because of the unpathable clffs, holes etc. If I would want to say more I'd have to play on it, If I shall find the time, I'll play it and comment after.
The map really resembles Daybreak for me, with the BL stuff and the layout.
Textures: there is no texture differentiation, which may bug some of the peeps playing, because the map is simply boring. You should play with more doodads and lighting.
End of my silver thoughts :p Hope anything of them helps ^_^
I can't believe I haven't commented on this - I thought I had.
Anyway: I like it a lot. You have a really good general theme around the map and it feels right. I have to disagree with Ktil a bit - your textureplay isn't 'perfect' but it's still pretty nice. Sure, there's sand everywhere, but it fits and doesn't look repetitive: you mixed it up well enough. You've also distinguished the cliffs well.
Really my only main comment would be that your map could use 2 or 3 more interesting 'focal points'. Overall it feels right, but there's definitely room for some eye-candy in there. Some kind of huge building or such... or really just SOMETHING that doesn't look dark-brownish. The theme is nice, but just a tiny bit of differentation to make some stuff stand out would be good.
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Map Name: immi Nightfall
Download: Search for "immi Nightfall" in game (EU only atm! Will sort NA later!)
Map size: 156x128
Game types: 1v1
Number of player spawns: 2
Number of bases: 10
Destructable rocks block the shortest route to the 3rd.
Xel'Naga towers provide vision of middle crossing.
None of the high grounds are drop able.
YouTube Video:
Current images are from version 1.6.
Top down picture:
Change log:
07 / 09 / 2011
- published version 1.6 to Bnet (EU)
Preview images:
Map analyser pictures:
Building placement pictures:
http://imgur.com/DMsSi
http://imgur.com/fECD2
The map itself is nice but the outskirts are literally the same thing all the way around... try using some weather doodads and adding fog and please make it less repatative.
I dont like the layout of the center expansions: thirds are pretty obvious to take, fourth - depending how are you playing. But if you would want to take another base, it gets really tricky for me; I think they are too close. But not many games play that long.
I think this map is not good for counter attacks, because the third's choke is really thin, and also when parking my army outside of my natural, I can cover two ways of attack, while walling[toop] or cannoning[bot] the other. I can covver much space with Forcefields if I need, too. Fighting a BL army would be tough, because of the unpathable clffs, holes etc. If I would want to say more I'd have to play on it, If I shall find the time, I'll play it and comment after. The map really resembles Daybreak for me, with the BL stuff and the layout.
Textures: there is no texture differentiation, which may bug some of the peeps playing, because the map is simply boring. You should play with more doodads and lighting.
End of my silver thoughts :p Hope anything of them helps ^_^
Map analyzer pics plz .!
I can't believe I haven't commented on this - I thought I had.
Anyway: I like it a lot. You have a really good general theme around the map and it feels right. I have to disagree with Ktil a bit - your textureplay isn't 'perfect' but it's still pretty nice. Sure, there's sand everywhere, but it fits and doesn't look repetitive: you mixed it up well enough. You've also distinguished the cliffs well.
Really my only main comment would be that your map could use 2 or 3 more interesting 'focal points'. Overall it feels right, but there's definitely room for some eye-candy in there. Some kind of huge building or such... or really just SOMETHING that doesn't look dark-brownish. The theme is nice, but just a tiny bit of differentation to make some stuff stand out would be good.