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 Post subject: tiara inc WIP
 Post Posted: Fri 3. Jun 2011, 23:36 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Didn't worked on this one for quite a while now but just want to share it nevertheless.

Image
Image
  • layout might still be slightly changed
  • textures not done yet
  • doodads of course not done yet
  • pathing not done yet


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  Posted: Fri 3. Jun 2011, 23:36 
 


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 Post subject: Re: tiara inc WIP
 Post Posted: Sat 4. Jun 2011, 10:15 
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Joined: Sat 28. May 2011, 19:05
Posts: 114
It would be good to know why yopu dropped this one. Something lacking that you thought you couldn't fix, or just got bored? :P I asume that you share beacuse you want to bring it back to life...

I like how the middle path is dangerous and I think there are enough entrances to the high ground to not make siege tanks + tower imba. Rather, it creates and interresting situation. I woudl, however, have a small sneaky path on the outside between fourth and gold. Perhaps DSR-blocked.

What's the idea with he top and bottom middle expos (third and fourth)? They are so close and the ramp between those are so wide it looks like one player effectively denies the other player his third by taking the one on middle high ground and defending it. Intended?

I can see why the gold base is gold and niot regular, being so far from the main entrance and off the main path. It will be very easy for T to FE to it and gain an advantage .. or even take it from start? I would make sure the gold lies along a possible route on the map, perhaps intersect it more with the high ground .. force players to pass the gold if you want to take the widest ramp up to the high ground.
You'd probably thought about adding DSR rocks to the gold and decided against it it beacuse the it's off and by ground far from everything ... thus no great advantage taking early .. right?

Post to TL thread btw, if there is one, or post more info.. rush distances etc.


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 Post subject: Re: tiara inc WIP
 Post Posted: Sun 5. Jun 2011, 19:39 
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Joined: Thu 26. May 2011, 18:19
Posts: 156
the biggest problem i see in this kind of layout is that you basically always expand towards your opponent.

also there is a lot of pathes to control > hence a lot of space that is difficult to use for an additional base.

i you were interested to redevelop this map i would suggest to place an alt-third in front of the main base and looking towards the main path. than i would switch the gold to regular (>fourth) and simplify i little bit (you could definatly shring the size, main does not need to be that big. especuially the overall height of the map can be decreased!).

You could even put an second additional base in on top of the cliff (gold?) looking down the cliff to the crossing in front of main.


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 Post subject: Re: tiara inc WIP
 Post Posted: Mon 6. Jun 2011, 14:30 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Changing the HY to a normal base sounds like a good idea to me. New base in front of the main will also be towards your opponent and will most likely favor terran (PF there and you're also save at your nat and main and could easily grab the base the is currently the 3rd).

Decreasing the height doesn't sound that good (134 x 104 playable size).


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