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Re: Samro's WIP Thread

Sun 24. Jul 2011, 14:51

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i know that the main's min lines are different.

as you can see easily, this is the Cascade's evil twin. a bit more complex, more pathes and two XWT.

Sun 24. Jul 2011, 14:51

Re: Samro's WIP Thread

Sun 24. Jul 2011, 21:02

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Re: Samro's WIP Thread

Mon 25. Jul 2011, 14:38

I'm walking the first map.

The expansion pattern is straight forward, but the high ground half-base is a nice twist and is in the shortest path. I see a lot of action there, wil be the trademark of this map.

I liek hwo every base is different and has its own harrasment possibilites.

It looks like a dropzone behind the nat. I like it beacuse it's not as evil as on Lost Temple. I hope iot plays put well, beacuse we shoudl always provide good but not too good harrasment options. Why not make it a reaper backdoor as well? Defending prot could reinforce the thrid with collossi using that path also. The nat ramp looks Marshlands-wide.

Will the fourth (the 12 oclock ) have a pathable highground? I guess not. I still consider it harder to hold than the third, beacuse its farther from nat and it has a open backdoor.

The clockwise fifth... is actually the fifth of the other player, right? Its kinda neutral. Maybe move it a bit further from the main, so its not siegeable from main. I dont see why soem bases shoudlnt be neeutral. I'd like it to be a possible ninja expo for both players.

I dont know what to think aobut the XNT placement. It doesnt spot if any expansion is taken but is very useful once you need to defend your third and spot an attack. I imagine you have your army by the half-base or in your nat. The half-base is blind to the XNT, which could be too good for T with tanks, but on the other hand those ramsp are huge.

I like the reaper path from the high groudn half-base into the main. I see collossi reinforcement there too.

The LOSB in the midel of the map is good for proxy pylons, that can be spotted by the XNT - very nice.

I like the third's layout. its chokey, but not too much. It cenrtainly favours a harrassing Z with speedlings and banelings. There's a lot of space for extra buildings and it provides an extra path into the third. Without the gap, forces could move from nat to defend the third easier. I think I would just replace the gap with a bigger gap next to the edge and the geyser.

Please texture-code all the unpathable areas.

Whyd otn you post the other map in another thread?

Thats all for now, I think.

Re: Samro's WIP Thread

Mon 25. Jul 2011, 21:59

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Re: Samro's WIP Thread

Mon 25. Jul 2011, 23:15

4p need mushrooms. Also, make it easier to overview-drool on (compared to Cascade), as some people just cast a glance on overviews and if they dont like, they discard. Just platform edges concistent texture or somehting.

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Re: Samro's WIP Thread

Fri 12. Aug 2011, 13:21

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Three player rotational-reflective-reflective-symmetry

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Re: Samro's WIP Thread

Fri 12. Aug 2011, 15:21

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Three player rotational-symmetry

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Re: Samro's WIP Thread

Fri 12. Aug 2011, 16:45

CW third on high ground or lowground isntead, for some variation. All bases on the same height = booring I think

Re: Samro's WIP Thread

Sun 14. Aug 2011, 23:06

changed the map a bit and a lot in the details...
wanted to have two options as third and the the fourth same in both directions but with some small terrain differences depending on from which side one is approaching it. better middle with xwt. banana-thirds moved back for better savety. banana third and hugging third with more space in between so that an army in between is not an auto-defense for both.
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Re: Samro's WIP Thread

Sat 15. Oct 2011, 18:43

http://i.imgur.com/wnnFB.jpg
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http://i.imgur.com/R1lXy.jpg
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http://i.imgur.com/y09Mh.jpg
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