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4spawn
Posted: Fri 17. Jun 2011, 13:54
by dezi
tried several things within this map:
-no main ramp (flat) (small high ground pod close to it to help defend)
-inbase expo (7min/1gas) which is a bit further away (3rd base)
-good options for the next bases and a HY close to the mid
-no xwt
dunno is the nat is a bit to open (currently cant wall it with 4 rax). might change this slightly ^^

Posted: Fri 17. Jun 2011, 13:54
by Advertising
Re: 4spawn
Posted: Fri 17. Jun 2011, 14:05
by lefix
i don't like the gold at that location. a pf there would defend the gold and the 3 bases behind it pretty well. it might make the matches pretty static.
i'd suggest having no expansion at the ramps at all, and maybe put the gold at the outside lowground expos to draw players out into the map some more.
Re: 4spawn
Posted: Fri 17. Jun 2011, 14:35
by dezi
Mh, the mineral line might be vulnerable from the low ground (HY) but i agree that games might be to static. Gonna test it without.
//edit

Might gonna add another gas to the inbase expo. Also shrinked the nat entrance in the process.
Re: 4spawn
Posted: Mon 20. Jun 2011, 12:38
by dezi
Made some changes (cause i think the huge cliff behind the nat could be heavily exploited (hidden proxy, reaper, bunker, drops, ...)).

What do you think?
152x152
142/116 m2m/n2n close
174/151 auf cross
Re: 4spawn
Posted: Tue 21. Jun 2011, 12:07
by mereel
i kinda like it. the main natural is cool, not sure about the third
mid feels very bwish^^
Re: 4spawn
Posted: Tue 21. Jun 2011, 18:01
by dezi
Mid will be slightly smaller due to doodads.