Nightmarjoo | | |
Well the decoration's pretty bad, but I'll probably have lost mapping motivation again before I get around to making it look good.
Comments/suggestions is thx. |
panschk[FP] | | |
I dont like the doodads in the middle. And I think on some positions players could shoot the gas or even workers of the 2. expansion from an island, have you tested that?
Looks like a fine map overall, I like it. |
RaDiX | | |
not enough gas somehow.. P will like this map... |
crackling | | |
me like :d
theres 4 more geysier than on luna t_t |
spinesheath | | |
Not too little gas, but too many minerals. |
NastyMarine | | |
too many minerals. remove those min only expos in the middle |
Crimson)S(hadow | | |
i like this map, but gas imba on 10/7 compared to 2/5
i'm a lil zergy so i want my gas fixed!!!!!!
sdfasdfs
asdfasdfasf
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sdf
asdf
!!!! o,.,O modified by Crimson)S(hadow |
Crimson)S(hadow | | |
also i dont think the minerals would make much diff, so even if zerg are feeling the need to quadriple expo(!) it would be hard to defend it early to make a difference since this place is wide |
Crimson)S(hadow | | |
does anyone else kinda see azalea? but this there are 4 min only's in middle instead of 2 here |
Crimson)S(hadow | | |
7 has much easier time getting his 2 min only then 5 does
idk if that helps since probbly no one would do that though modified by Crimson)S(hadow |
Crimson)S(hadow | | |
overall shmexy map still |
Excalibur | | |
Sexy. Finish plz. |
Testbug | | |
center minonly not needed, or too much fields on the natural?
aren't 12 an 6 xel'naged expos easy to drop?in that eaditional piece of dirt (like arcadia's 12 and 6)
whar were you doing in the center? :)
isn't NE/SW wider?
nice circle map, i'll vote for it on the MOTM8
(As 2nd choice ;)
mains are harder to defend from trops than azalea's and uglier than desperado's
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Nightmarjoo | | |
lol I've never gotten this map comments on a map before, usually I get zero^^
Panschk, I need to test the islands behind the nats, but it's supposed to be able to hit workers from the island, from nat and xel naga expo, though less so the latter. I need to test that of course.
Well there's sortof a balance in the map between micro and macro. Basicly, there's lots of oppourtunity for drops and harass, but on the other hand there's a lot of money. I think it's more macroish than I'd have liked though, so the odds of me reducing the nat to 6 blocks is very likely. The odds of me removing the mineral onlys is zero though. It would be too awkward to not have them, I felt the mobile races needed it to fight the immobile race who takes a xel naga expo.
The distances from nat to mineral only is approximately the same for everyone, so I'm not to sure about saying one is harder to get than another; map jpgs can be decieving sometimes.
I'm not balancing gas, sorry zerg :(
When you say you notice azalea in the map, you're more accurate than you think. An early version of this map was very azaleaish, this is completely different than it was then, but I definitely still see azalea in it. Azalea is one of my favourite maps anyway :)
I kinda like the middle haha :)
Where is flo's comment(s)? :( |
Crimson)S(hadow | | |
omfg the gas T-T |
Testbug | | |
At least Red and Orange naturals are tanked from your main base wall, there are enought room to drop some units.
oh and aren't purple and yellow nat tabkable from the island? modified by Testbug |
Nightmarjoo | | |
lol that's silly, I'll fix that (tankable from main cliff). |
Nightmarjoo | | |
bump, why hasn't flo commented yet? :( |
NastyMarine | | |
i think this map is silly. |
Nightmarjoo | | |
lol why's that? |
Nightmarjoo | | |
bump, more comments please. |
Crackling | | |
me like #2 |
Nightmarjoo | | |
Waiting for flothefreak's comment before making any changes :( |
flothefreak | | |
eh i just read you were typing this all the time -.-
well i didnt comment because i cant tell you things other than you already know...
it's a macroish map (8+g - 8+g - 12+g -.- distances wont compensate this...), slightly looking koreanstyle (except for the ugly center). you are forced to go FE in PvZ, so no 2gaterush or tech is possible. top left and bottom right entrance is different from the others and slightly helps terran grabbing the natural. no real issue but easy to correct and you critize these things on other maps. red base seems smaller too (from the pic). the cliff is gay and not really fitting into the map (personal).
i predict terran will stop after 2nd expo in TvP and just deaddrop protoss everygame with that shitload of ressources.
but i guess you already know this...
my conclusion:
decent map to some extent, but not overwhelming. quite basic macromap with the 2nd expo being an interesting single feature but not able to push this map onto a higher level imo. the concept with such a 2nd expo isnt bad, for my part, you just didnt execute it well. this is maybe what ppl told me about potato laser.
oh, is there a dropspot on the highground left to red's natural? |
Nightmarjoo | | |
What should I change about the nats to make them more similar?
The dropspot left of red's nat is one of the things I already noted to fix, that's a silly thing I overlooked :)
I already decided on dropping the nat money to 6 blocks.
Why can't p 2gate pvz?
Hmm how can I execute the 2nd expo better?
lol just cuz I know these things doesn't mean I don't unmeaningfully overlook them in my own maps. Judging your own map is hard, that's why we have broodarmaps.net :) |
flothefreak | | |
the entrance has this wall of highground emerging from the ring of highground around the mains. on TL and BR it is next to the entrance, on BL and TR it is pushed away a bit. as i said, this will (if at all) matter only in 3%of tvp games.
you cant really 2gate because the choke is so open making it do-or-die. normally, when you go 2gate you dont necessarily have to kill the enemy, as damaging the zerg does the job as well, and once you see your zeals outnumbered by lings you can hold your main (ramp/tight choke) nevertheless and continue playing being ahead of the zerg. with these large entrances you'd need (estimated) 5-7 zeals to close your main down - which makes every 2gate rush having the properties of some offgate build - if you cant kill him, you'll have these lings in your base.
IMO you would be best off starting from scratch - and putting the 2nd expo not just on plain ground somewhere near the natural. you can implement it better if you consider using terrain and ramps to get a interesting setup with tactical value. |
Nightmarjoo | | |
mm well I don't think I'm motivated enough to start from scratch, but I probably should.
You're right about the chokes, I'll fix that.
I'll consider revamping the middle/2nd expo.
eh I noticed some difference in the nats before I uploaded and opted to not change it, I don't remember if I was just too tired/lazy (it was 7 am ish), or if there was a reason for it being the way it is. Probably the former, but I'll look to see if I can dump it on the latter and do less work :)
Thanks flo. |
the dentist | | |
The style concept in this is very cool (the clementine thing, the circle).
Not sure why the entrances to the mains are so wide (huge z>p for one thing, early game), but the rest is okay, just a big wide open mid. straightforward balanced play.
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Testbug | | |
motm9 |
Nightmarjoo | | |
Testbug, I already removed it from motm8 =/ It's a bad map right now. I can't work in ovy position cliffs to the nats properly without really fucking the space of the xel naga expos. I have a slightly updated version of the map, but I discovered more issues than I can fix. I'm not starting this over from scratch, but the map needs it. If you want to edit/redo the map correctly, that's fine with me. If you want, I can upload or send to you personally the edited copy, but it's not much different than this. |
testbug | | |
no :)
you go and start this over from the scratch :D
motm10 then |