noname | | |
here's an other new map of mine. :) the most special part of the map is the "cliff" behind the nat, which is a island expo at the same time, with the expo on low ground (i'm starting to love all that tileset-stuff ^^). beside that..
no experiments for the rest of the gameplay. one gas-nat/min-only per player and 4 neutral gas-expos. the ones at 1 and 7 o'clock shouldn't be to hard to take for a zerg as 3rd gas.
i didn't test the wall-ins ingame, but 1supply 1rax should be zealot-safe.
there are two main routes, that cover one min only and one gas-expo each, and the outer routes around the gas-expos, that kinda lead to the corner expos. so you've got possibilitys, to surround the enemy and so on. t might have a hard time if doing a slow push, because of the openess, but at least they are able to build their turrets. :P
gentleman.. tell me your thoughts, please |
flothefreak | | |
seems huge.
dunno why, but this map doesn't cause me to want to play it. and there is much emphasis on parts of the map that are really far away from actual combat area
toss will probably have some trouble when expoing after the natural. |
LGI | | |
Nice air expands :). They are huge, and open. As the whole map... It's kinda... with no concept... Just placed very open terain, and make some holes in it and expands. |
epidiOn | | |
Well I think it looks nice. It's definitely a different concept, but I like the cliff/expo behind the nat, that's pretty cool :). |
noname | | |
ok. ..i tried to give the paths more defenition and more "concept" to the map.
what do you think? |
noname | | |
no opinions on the update? |
Starparty | | |
strawberries is mor einteresting :p |
AT | | |
it is is true that is a new concept and by the way I like it, i like the large open grounds,
good work |
noname | | |
i decided to bring this map back up with a little update, because i somehow like it..
i added a closer to the main and easier to take gas expo at 6 and 12 o'clock.
i also added three minblocks with a mincount of 16 to the nat to narrow the path a bit.
and last i filled all dropspot holes with tilest-doodads and critters.
what do you think of the update and the map overall (didn't get mutch feedback last time)? thanks in advance. :) |
syndrome | | |
looks good, dosnt play so good at the same time. |
LGI | | |
Just switch the mineral lines positions. Make the top mineral line at the top part of the wide choke and the bottom of mineral line on the bottom part of the wide choke. That way you won't have any problems whit path finding.
Great map! |
noname | | |
changed. :) |