Re: (4) Core Delta
Posted: Wed 8. Jun 2011, 10:49
From what I can see, it looks awesome! 
I really like this combination of colours, it looks really nice with derelict mechanical pods in a wasteland.
There are two thing which worries me, first is the distance difference between positions when it comes to air and then also the distance difference to the backdoor rocks.
The air difference will probably not play a large role, as it seems like you have to move your banshee (or whatever) in from the front almost all the time because of how tight the map bounds are, and that makes it a lot more even because of the positioning of the mineral lines with them in the back of the natural and main.
The difference with the rocks might only be minor and I might be unintentionally exaggerating a bit here, but I feel like it is a lot easier psychologically to break down the rocks at your enemy's natural if you spawn counterclockwise from him. There is a difference in the distance difference between your natural ramp and your opponents natural ramp compared to your natural to your opponents rocks.
A few questions though:
I really like this combination of colours, it looks really nice with derelict mechanical pods in a wasteland.
There are two thing which worries me, first is the distance difference between positions when it comes to air and then also the distance difference to the backdoor rocks.
The air difference will probably not play a large role, as it seems like you have to move your banshee (or whatever) in from the front almost all the time because of how tight the map bounds are, and that makes it a lot more even because of the positioning of the mineral lines with them in the back of the natural and main.
The difference with the rocks might only be minor and I might be unintentionally exaggerating a bit here, but I feel like it is a lot easier psychologically to break down the rocks at your enemy's natural if you spawn counterclockwise from him. There is a difference in the distance difference between your natural ramp and your opponents natural ramp compared to your natural to your opponents rocks.
A few questions though:
- The small ramped highground pods in front of the natural, how does the pathing look on them? Because currently it looks like a hole there which you cannot move over, which will be really frustrating for someone with many large units (tanks, roaches, immortals, not to speak of thors and ultras).
- Are the highground behind the thirds pathable? Some of them looks pathable (aesthetically) while others don't.
- How easy is it to wall of the natural ramp? (and ignoring the fact that the rocks can be broken).



