This is one of my first maps, I drew inspiration for it from a number of different sources and also applied my own idea of balancing and fair trade to it.
Description
A medium size 1 vs 1 map, players start in opposing corners of the map, the main is on the highest field and has two ramps, the exist ramp and the ramp leading to the natural. The natural is connected to the main by a small ramp and also has a wide exit ramp blocked by destructible rocks. The 3rd is close to the natural. The middle of the map presents the shortest attack path and has two gold bases blocked by rocks and contains the two Xel'naga towers.
Comments/Inspiration
The theme of the map was inspired by New York's Grand Central Park and so the map was build as such, with the park in the middle and the urban landscape surrounding that. Functionally the map was inspired by Xel'naga cavers, however I wanted the natural and 3rd to be a bit easier to secure, the rush distance to be a bit longer and to inspire more macro play.
The idea is that the center of the map should present the shortest attack path however it should feel like it has many chokes while the sides of the map should be a bit more open to encourage fast flanks.
So far I've uploaded the map on the EU server and you can find it by the name Imperial Park.
just some feedback here, the ramps into the main are way to skinny especially going up the double cliff, that would make it way to easy to turtle on, as the higher ground would have a far superiour advantage as nothing would be able to get up the ramp let alone in. Yea there is the back rocks into the natural but even that has to go up a skinny ramp into a main.
Well, my line of thinking was that, with the ramp of the main being so skinny and long the ramp at the natural should be very wide. The ramps from the main to the exterior are as wide as the ones on Metalopolis, I just didn't take into account the extra level of elevation.
I'll wait for some more feedback before I change the ramps, if needed I'll make the ramp connecting the main to the natural wider as well as widening the ramp leading to the exit.
I'd also like to know your opinion on the layout of the bases, the chokes, as well as the overall looks of the map, is it beautiful, is it ugly etc.
The overall look of the map is pretty kickass ;o. You seem to have gotten the whole urban look down pretty well (imo anyway lol)
I think the third looks really nice to take, kind of like metalopolis' third except better positioning (yay for zergs! :D). The double ramp thing in the main looks pretty cool, but I guess it might come some unfair advantage for the high ground people. Although with the straight main to main route I think it balances out nicely giving some extra early defense.
Is there a particular reason behind the position / rotations of the minerals in the main? They almost seem like they should be rotated a bit more to fit nicely into the corners
I positioned the mineral lines in the mains to fit snugly right besides the roads, though in retrospect they would be better in the corners, right on the roads.
I'll probably correct this in a later version of the map, I'll still want more feedback before I widen the ramps leading to the main.
Terrainwise, I really like your central park. The bottom left and top right corners really need work, though. Currently it looks like a random placement of building ruins, which I think is what it is. Aside from the fact that that makes little sense in a city-like environment like this that is otherwise untouched, you could do something more interesting there. Maybe a bit more park?
Ok, I'll re-work the bot left and top right corners.
Edit: I added some small parks to the top right and bot left corners, widened the ramps leading to the natural and removed a bridge doodad that was causing a small bug.
Still reluctant to change the main ramp since then it will be way wider then usual ramps leading into mains.
Just make the main ramp one space wider. Also for the xel naga towers I would suggest putting them on the opposite side of the thing cliff they're next to. That way it gives wider vision. Right now about half of it is being wasted looking at the water.
EDIT: I also feel the left one can see the gold expansions more than the right now making it slightly harder to take that expansion as you'll be more likely to see workers mining.
Moved the Xel'naga towers, they are now out of the park but provide a lot more overall vision and almost none wasted on the water.
Widened the bottom ramp leading to the main, it kind of ruins the look of it but its the best way to fix the problem, top ramp is still narrow which helps walling.
This is one of my first maps, I drew inspiration for it from a number of different sources and also applied my own idea of balancing and fair trade to it.
Description A medium size 1 vs 1 map, players start in opposing corners of the map, the main is on the highest field and has two ramps, the exist ramp and the ramp leading to the natural. The natural is connected to the main by a small ramp and also has a wide exit ramp blocked by destructible rocks. The 3rd is close to the natural. The middle of the map presents the shortest attack path and has two gold bases blocked by rocks and contains the two Xel'naga towers.
Comments/Inspiration The theme of the map was inspired by New York's Grand Central Park and so the map was build as such, with the park in the middle and the urban landscape surrounding that. Functionally the map was inspired by Xel'naga cavers, however I wanted the natural and 3rd to be a bit easier to secure, the rush distance to be a bit longer and to inspire more macro play.
The idea is that the center of the map should present the shortest attack path however it should feel like it has many chokes while the sides of the map should be a bit more open to encourage fast flanks. So far I've uploaded the map on the EU server and you can find it by the name Imperial Park.
Screenshots
http://i745.photobucket.com/albums/xx92/victoralexandru13/Starcraft%202/ImperialPark.jpg http://i745.photobucket.com/albums/xx92/victoralexandru13/Starcraft%202/ImperialPark-summary.png
@Admuntour: Go
just some feedback here, the ramps into the main are way to skinny especially going up the double cliff, that would make it way to easy to turtle on, as the higher ground would have a far superiour advantage as nothing would be able to get up the ramp let alone in. Yea there is the back rocks into the natural but even that has to go up a skinny ramp into a main.
Thanks for the feedback.
Well, my line of thinking was that, with the ramp of the main being so skinny and long the ramp at the natural should be very wide. The ramps from the main to the exterior are as wide as the ones on Metalopolis, I just didn't take into account the extra level of elevation. I'll wait for some more feedback before I change the ramps, if needed I'll make the ramp connecting the main to the natural wider as well as widening the ramp leading to the exit.
I'd also like to know your opinion on the layout of the bases, the chokes, as well as the overall looks of the map, is it beautiful, is it ugly etc.
The overall look of the map is pretty kickass ;o. You seem to have gotten the whole urban look down pretty well (imo anyway lol)
I think the third looks really nice to take, kind of like metalopolis' third except better positioning (yay for zergs! :D). The double ramp thing in the main looks pretty cool, but I guess it might come some unfair advantage for the high ground people. Although with the straight main to main route I think it balances out nicely giving some extra early defense.
Is there a particular reason behind the position / rotations of the minerals in the main? They almost seem like they should be rotated a bit more to fit nicely into the corners
I positioned the mineral lines in the mains to fit snugly right besides the roads, though in retrospect they would be better in the corners, right on the roads. I'll probably correct this in a later version of the map, I'll still want more feedback before I widen the ramps leading to the main.
Terrainwise, I really like your central park. The bottom left and top right corners really need work, though. Currently it looks like a random placement of building ruins, which I think is what it is. Aside from the fact that that makes little sense in a city-like environment like this that is otherwise untouched, you could do something more interesting there. Maybe a bit more park?
Ok, I'll re-work the bot left and top right corners.
Edit: I added some small parks to the top right and bot left corners, widened the ramps leading to the natural and removed a bridge doodad that was causing a small bug. Still reluctant to change the main ramp since then it will be way wider then usual ramps leading into mains.
Why not just widen the bottom ramp? Makes the choke less ridiculous but still allows walling in.
Just make the main ramp one space wider. Also for the xel naga towers I would suggest putting them on the opposite side of the thing cliff they're next to. That way it gives wider vision. Right now about half of it is being wasted looking at the water.
EDIT: I also feel the left one can see the gold expansions more than the right now making it slightly harder to take that expansion as you'll be more likely to see workers mining.
Did some small edits to the map.
Moved the Xel'naga towers, they are now out of the park but provide a lot more overall vision and almost none wasted on the water. Widened the bottom ramp leading to the main, it kind of ruins the look of it but its the best way to fix the problem, top ramp is still narrow which helps walling.
The changes now require a new screenshot of the map. http://i745.photobucket.com/albums/xx92/victoralexandru13/Starcraft%202/ImperialPark-summary1-1.png