The Xel'Naga watch towers allow sight of the quickest path between the opponent and your gold expansion, can give a little sight into the gold expansion, watch the path to the fourth expansion, and watch the path to the back ramp of the third expansion.
I'm debating just making the 4th a little smaller, therefore pushing the minerals closer to the center and making it feel closer.
In my opinion, just in my opinion, you should add some sort of incentive to holding the middle area, like maybe a ....magical ray of healing (a slow aoe heal)
I don't think there needs to be incentive to hold the middle. I actually hope that it becomes less important in the late game.
Mains are at the 5 and 11 o'clock positions. A wide ramp is made smaller with destructible rocks. The rocks create a smaller choke that is similarly walled off with a Barracks and two Supply Depots. A close third is blocked by a pair of destructible rocks. Larger than a standard Blizzard map making the rush distances longer and paths wider.
Those are some good points. I hadn't thought too much about scouting. Originally the resources were closer to the center and the main was actually much bigger.
Here's a rough image of some of the changes I'm thinking about implementing:
I have now published the map as it currently is so that people can try it out. Just search for "Orbital Decay" on the US servers. And I am going to start working on revisions now.
I had a hard time texturing the ground on the natural cliffs because the texture set I chose only has 2 natural textures: dirt and rock. The rest is all metal. And seeing as a large majority of the map is dirt and rock, it stands out. I'll try to incorporate the metal more in those areas to make it nicer.
I believe the gold expansion should be a little more difficult to defend seeing as there is an income advantage when taking it. Therefore, the player will be taking a risk when expanding there. I think that the only time a player would consider it would be if the opponent spawned either close or cross positions. The gold may be closer to the main than the third but if the backdoor rocks are destroyed, this may not be the case anymore.
I tend to enjoy playing in an offensive style with harassment so it may show in my design. Ample room behind mineral lines for maneuvering or defensive structures, backdoor rocks, room around the edges of the map for flying units, etc. If this lends itself to one race or the other, feel free to let me know.
Your idea to remove the center tower and shift down the towers is appealing to me. I've considered removing the center tower but hadn't thought about shifting the north and south towers. This may be a good compromise.
I'd really love to see some higher level play concerning the center of the map. Right now it is all theory, but I assume if a Zerg player thinks the destructible rocks will be to their disadvantage, then they can be destroyed. And once destroyed the center becomes very open. Of course, having the time and controlling the center to do so may be difficult.
First of all, thank you for the reply. I'd like to explain my reasoning behind the points you mentioned.
I placed the Watch Towers in an attempt to make them strategically important for tracking enemy movement. The north and south towers should be very important when spawning close positions (10 & 2 or 4 & 8). Where as the center tower would be more important in any other positions. I didn't think the gold expansions needed very much spotting because they can be spotted from the naturals and movement through the center may spot them. I also didn't want the entire map to be covered with watch towers to give people a chance to proxy if they wanted.
The center of the map has been changed and reworked a lot since I first began the map. At first it had some high ground but it made it much less open. I debated leaving it completely open but I thought that made it uninteresting. I decided to go with the destructible rocks because it's something I haven't seen before and it, essentially, leaves the decision of openness up to the players. I have debated placing some high ground in the center and even removing the tower. For now, I'd like to see how the rocks play out. I think your idea of adding more LoS blockers is good and I may do that.
This is my first 1v1 map and my first time posting a map. It could be described as a 4 player blistering sands, because the main/natural are set up similarly, though I didn't intend this initially. It just happened. I like the Main and Natural mostly, but I've been debating changing the layout of the Gold, Third, Back door and Center in my head. I'd like some input on the layout, terraining, doodads, or whatever you'd like to comment on.
I think the biggest problem, width wise, is the area with the Xel'Naga Towers. Moving across the map forces you to either go around the 1 and 7 o'clock expansions or go through the towers. Either way, the player has to go through some narrow ramps. I'd recommend removing some of the lava and widening the paths through the middle.
One thing I'd like to note is that it looks like the back door rocks to the bases are at the top of the ramps. This means that a unit could walk up the ramp and get vision of the top of the cliff. I would recommend putting the rocks on the ramp or at the bottom of the ramp.
Also it looks like doing any sort of early harass on the map would be difficult. For example, there are very few places for a reaper to get into the base.
0
Does this include melee maps?
0
@Samro225am: Go
The Xel'Naga watch towers allow sight of the quickest path between the opponent and your gold expansion, can give a little sight into the gold expansion, watch the path to the fourth expansion, and watch the path to the back ramp of the third expansion.
I'm debating just making the 4th a little smaller, therefore pushing the minerals closer to the center and making it feel closer.
0
I don't think there needs to be incentive to hold the middle. I actually hope that it becomes less important in the late game.
0
Moonlit Monastery
Features:
Overview Image:
More Images:
Map Analyzer Images:
Notes:
Mains are at the 5 and 11 o'clock positions. A wide ramp is made smaller with destructible rocks. The rocks create a smaller choke that is similarly walled off with a Barracks and two Supply Depots. A close third is blocked by a pair of destructible rocks. Larger than a standard Blizzard map making the rush distances longer and paths wider.
Any comments or questions are appreciated.
My Other Maps
Orbital Decay
0
@QMJ3: Go
Lost Temple is mirrored.
0
@s3rius: Go
Those are some good points. I hadn't thought too much about scouting. Originally the resources were closer to the center and the main was actually much bigger.
Here's a rough image of some of the changes I'm thinking about implementing:
Red lines: Removing. Green Lines: Relocating.
0
I have now published the map as it currently is so that people can try it out. Just search for "Orbital Decay" on the US servers. And I am going to start working on revisions now.
0
@Samro225am: Go
I had a hard time texturing the ground on the natural cliffs because the texture set I chose only has 2 natural textures: dirt and rock. The rest is all metal. And seeing as a large majority of the map is dirt and rock, it stands out. I'll try to incorporate the metal more in those areas to make it nicer.
I believe the gold expansion should be a little more difficult to defend seeing as there is an income advantage when taking it. Therefore, the player will be taking a risk when expanding there. I think that the only time a player would consider it would be if the opponent spawned either close or cross positions. The gold may be closer to the main than the third but if the backdoor rocks are destroyed, this may not be the case anymore.
I tend to enjoy playing in an offensive style with harassment so it may show in my design. Ample room behind mineral lines for maneuvering or defensive structures, backdoor rocks, room around the edges of the map for flying units, etc. If this lends itself to one race or the other, feel free to let me know.
Your idea to remove the center tower and shift down the towers is appealing to me. I've considered removing the center tower but hadn't thought about shifting the north and south towers. This may be a good compromise.
I'd really love to see some higher level play concerning the center of the map. Right now it is all theory, but I assume if a Zerg player thinks the destructible rocks will be to their disadvantage, then they can be destroyed. And once destroyed the center becomes very open. Of course, having the time and controlling the center to do so may be difficult.
0
@Pimpmunkeh: Go
First of all, thank you for the reply. I'd like to explain my reasoning behind the points you mentioned.
I placed the Watch Towers in an attempt to make them strategically important for tracking enemy movement. The north and south towers should be very important when spawning close positions (10 & 2 or 4 & 8). Where as the center tower would be more important in any other positions. I didn't think the gold expansions needed very much spotting because they can be spotted from the naturals and movement through the center may spot them. I also didn't want the entire map to be covered with watch towers to give people a chance to proxy if they wanted.
The center of the map has been changed and reworked a lot since I first began the map. At first it had some high ground but it made it much less open. I debated leaving it completely open but I thought that made it uninteresting. I decided to go with the destructible rocks because it's something I haven't seen before and it, essentially, leaves the decision of openness up to the players. I have debated placing some high ground in the center and even removing the tower. For now, I'd like to see how the rocks play out. I think your idea of adding more LoS blockers is good and I may do that.
0
Few observations:
0
Orbital Decay
Map Info:
Features:
More Images:
Analyzer:
Notes:
This is my first 1v1 map and my first time posting a map. It could be described as a 4 player blistering sands, because the main/natural are set up similarly, though I didn't intend this initially. It just happened. I like the Main and Natural mostly, but I've been debating changing the layout of the Gold, Third, Back door and Center in my head. I'd like some input on the layout, terraining, doodads, or whatever you'd like to comment on.
0
@csyver: Go
I think the biggest problem, width wise, is the area with the Xel'Naga Towers. Moving across the map forces you to either go around the 1 and 7 o'clock expansions or go through the towers. Either way, the player has to go through some narrow ramps. I'd recommend removing some of the lava and widening the paths through the middle.
0
Looks good.
One thing I'd like to note is that it looks like the back door rocks to the bases are at the top of the ramps. This means that a unit could walk up the ramp and get vision of the top of the cliff. I would recommend putting the rocks on the ramp or at the bottom of the ramp.
Also it looks like doing any sort of early harass on the map would be difficult. For example, there are very few places for a reaper to get into the base.