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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4887 | (4)Sauron1.1 | 128*128 | intothewar | 2.6 | beta | ground | The map has been rated 21 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
JungleTerrain | | | Circuit Breaker-style expo layout basically.
The mineral onlies look kinda close to each other horizontally. The middle seems to be on the tighter side, and the distances from nat to nat seem a little close too. Im guessing this is why you put neutral buildings, since the paths would be too linear and close otherwise.
I think in general the map will play better in vertical spawns as opposed to horizontally, idk just my guess
interesting map however.
Edit: also if you want to fix the ashworld terrain thingy just edit the map and redo it. I think it works if you do it like 2 or 3 times. modified by JungleTerrain | Freakling | | | The natural formation forming a wall like this add next to nothing to gameplay here (maybe you can use it as a second path to sneak a scouting worker in early on, but the straight-line-layout does not exactly facilitate that) but is prone to cause massive pathing issues with rallying units or drop/recall defence. Overall I would say, going with more standard naturals to the sides would be much better and also give you better spacing and rush distances overall. Now you are basically stuck with those building blocks all over the place, which are a rather awkward solution to the distance problem. They are more of an afterthought than an integral part of the map's design but cause massive path-finding issues until hey are destroyed.
I also don't get why they need to be so massive (Xel'Naga Temples have 5k hp). If anything you should switch them around, i.e. put something lighter on the chokes to the sides and Xel'nagas on the top and bottom chokes, as those are much more critical strategically, given that that small bridge is the only thing standing between the two mineral onlies in horizontal spawns.
Which brings be to my next point: The expansion layout: The double gas expansions are probably overkill here, I cannot see any particular reasons why they would be needed on this map (except maybe as tiebreakers against a vertical map split, but they don't need a second gas for that either), as none of the gas expansions are particularly hard to take or far away from the natural to make the added incentive/reward necessary. Likewise, mineral counts on all the expansions are way over the top, especially for such a turtle-friendly map.
The path at the N/S through the mineral only, the 12/6 o'clock gas expo and then the other mineral only is also problematic, as those are three expansions that can very easily be taken serially and then another main and natural afterwards in vertical or cross spawns.
You should also have a closer look at some of my ash maps (like (3)Frogstar World B) to learn how to do proper custom cliff editing with a minimum of blocky relics.
the bridges also still have a lot of obvious rectangular edges.
Why are you only using two doodads for buildable ground deco? Overall your deco could need a bit of diversification. modified by Freakling | _deM1stR | | | Hi, glad to see a new map.
My fatuous thoughts XD:
It was a brilliant NE design, but that could be bloody mess about pathing AI. Possible solution: set an exhausted mineral chunk at NE, almost invincible in early game.
2nd expansion without gas is not necessary indeed. It could be a rich battle on this map.
Remove the neutral buildings and keep the central plain wide. Maybe u just wanna cut the short distance by choking the bridges.
Reduce 1-2 minerals in main. There was 9 minerals.
Adjust the ''arrangement'' of minerals and randomize the mineral shape. They looks very unnatural. ((North gas seems to be not located at the center. | CrystalDrag | | | Teal vs Blue/Purple vs Red
Zerg especially will suffer from the presence of the natural minerals. Rallying from the main to the natural is impossible without the units trying to go through the minerals. T and P building facilities would have to be hugging the edge of the mains for pathing to work... And then once you manage to get out of your natural, you have to deal with the Xel'
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