So I stared work on a fairly large 2v2/ffa map. I think it looks good and fun, with plenty of chokes as well as open areas. The thing is, after you've worked on something for a while, you start to lose sight of the big picture. Anyway, this is the map in it's current incarnation, and I'd like to get some feedback before trying to pretty it up.
I just want to know if it looks fairly balanced to everyone else, and then I can get to work releasing it if it seems ok to everyone. (Note, it's hard to see, but there are vision blockers at the top of the ramps surrounding the Xel'Naga towers on the left and right side, but not on the top/bottom. I do intend on adding a few vision blockers throughout the map as well, but I want to make sure the terrain is ok first.)
Thanks ahead of time!
EDIT: Oh, and I'm thinking of adding another mineral patch on the top and bottom at the center of the map. Should I? I think this map needs a few more minerals.
I don't like the two island expansions. It favors terra and airplay. I think there should be a single choke with rocks instead.
Additionally wide chokes on a 2n2/FFA map (or 1n1 with short rush range) supports early rushes (like 6 pool or else).
The center could get two gold minerals, but then the outer golden should get rocks. (So you have the option to make a risky in the center or a late in the corner) The central watch towers (left and right) should be in a lowering plateau (don't forget to raise the whole map if you want to make a lowering) or else it would support terran long range bunker, which can be very annoying with only two paths.
As far as I can see the towers are watching over the whole center, do they? (You can activate the sight range for towers in the editor) Additional secret paths would make the map more dynamical.
I'm not much of a melee player myself, but I've gathered some information from husky, psy and so on.
Layout looks ok I guess, but to me it seems like theres a lot of chokes, some being pretty small. Also cliffs adding to that, it really calls for colossus abuse.
I see your concerns about the towers with siege tanks, but I don't really see much difference between towers on high ground like this and towers with vision blockers. Siege tanks can be put behind those vision blocking walls and do just as much damage. Either way though, I have taken that into account as well, I agree that the islands were a little out of place. I have done a quick path that also avoids the towers, for the siege tank concerns, as well as them being islands. I have blocked off the island with rocks, but I think I may put the rocks at the entrance area on each side (two rocks to attack, one rock to get to expo). This would allow for added time to destroy the rocks, as to not have hidden rushes go that way, but still allow some safety to the island like area.
Anyway, Here is a new pic as it is currently:
I also added rocks at the golds that were already there, and I added the golds in the center. I didn't put rocks there are it's not a very safe base having 4 paths into it. Anyway, let me know what you think of the updates to it.
Yeah... I suppose it's not the best 2v2 map. I was mainly thinking of the 1v1/ffa aspects. As for the chokes, They are not as narrow as you may think. This is a 256x256 map, and is huge, so the chokes probably aren't as small as you think.
If you want to check out the current version, I have uploaded a, what I'm going to beta, version of the map. Just search for 'DesertBeta5942532' when making a map.
As for visually appealing, I'll work on that after I find out if it's balanced enough. I would say this map is fairly balanced all in all, but I haven't done much testing really. I'd love to see someone that's better then bronze/silver play on it, because at that level it's pretty much a macrofest of who can get to 200 first.
SO, if you do play on it and get a decent game, upload the reply for me will ya?
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So I stared work on a fairly large 2v2/ffa map. I think it looks good and fun, with plenty of chokes as well as open areas. The thing is, after you've worked on something for a while, you start to lose sight of the big picture. Anyway, this is the map in it's current incarnation, and I'd like to get some feedback before trying to pretty it up.
I just want to know if it looks fairly balanced to everyone else, and then I can get to work releasing it if it seems ok to everyone. (Note, it's hard to see, but there are vision blockers at the top of the ramps surrounding the Xel'Naga towers on the left and right side, but not on the top/bottom. I do intend on adding a few vision blockers throughout the map as well, but I want to make sure the terrain is ok first.)
Thanks ahead of time!
EDIT: Oh, and I'm thinking of adding another mineral patch on the top and bottom at the center of the map. Should I? I think this map needs a few more minerals.
I don't like the two island expansions. It favors terra and airplay. I think there should be a single choke with rocks instead.
Additionally wide chokes on a 2n2/FFA map (or 1n1 with short rush range) supports early rushes (like 6 pool or else).
The center could get two gold minerals, but then the outer golden should get rocks. (So you have the option to make a risky in the center or a late in the corner) The central watch towers (left and right) should be in a lowering plateau (don't forget to raise the whole map if you want to make a lowering) or else it would support terran long range bunker, which can be very annoying with only two paths. As far as I can see the towers are watching over the whole center, do they? (You can activate the sight range for towers in the editor) Additional secret paths would make the map more dynamical.
Sorry for grammar. ;P
I'm not much of a melee player myself, but I've gathered some information from husky, psy and so on.
Layout looks ok I guess, but to me it seems like theres a lot of chokes, some being pretty small. Also cliffs adding to that, it really calls for colossus abuse.
Thanks for the feedback!
I see your concerns about the towers with siege tanks, but I don't really see much difference between towers on high ground like this and towers with vision blockers. Siege tanks can be put behind those vision blocking walls and do just as much damage. Either way though, I have taken that into account as well, I agree that the islands were a little out of place. I have done a quick path that also avoids the towers, for the siege tank concerns, as well as them being islands. I have blocked off the island with rocks, but I think I may put the rocks at the entrance area on each side (two rocks to attack, one rock to get to expo). This would allow for added time to destroy the rocks, as to not have hidden rushes go that way, but still allow some safety to the island like area.
Anyway, Here is a new pic as it is currently:
I also added rocks at the golds that were already there, and I added the golds in the center. I didn't put rocks there are it's not a very safe base having 4 paths into it. Anyway, let me know what you think of the updates to it.
Too many narrow chokes mean terran/protoss will have a field day. It's not too aesthetically pleasing either.
How will team starting positions be? 1&2 vs 3&4?. If so, aiding your ally will be a momentous task if attacked first. :p
Yeah... I suppose it's not the best 2v2 map. I was mainly thinking of the 1v1/ffa aspects. As for the chokes, They are not as narrow as you may think. This is a 256x256 map, and is huge, so the chokes probably aren't as small as you think.
If you want to check out the current version, I have uploaded a, what I'm going to beta, version of the map. Just search for 'DesertBeta5942532' when making a map.
As for visually appealing, I'll work on that after I find out if it's balanced enough. I would say this map is fairly balanced all in all, but I haven't done much testing really. I'd love to see someone that's better then bronze/silver play on it, because at that level it's pretty much a macrofest of who can get to 200 first.
SO, if you do play on it and get a decent game, upload the reply for me will ya?