The scenery is looking nice.
Also, you could consider the name "Gods' Grove", referring to multiple gods. It would fit in with the Warcraft universe too.
about your melee map ... in my opinion it is well done but there are a few things which i don't really like. you must know - im zerg player and they just need much more space to fight - in your map there is just no real space for fight. everything seems to be tight. another thing are the trees. actually i can't remember any blizz melee map with so many trees - that's why the trees aren't that helpful in a fight where you should have got a good vision over your army to micro units out etc ... there are also just too few cliffs which you could use tactically - but not sure. =)
hope that was helpful! :D
Robbepop
thanks for your comments. earlier in the development of the map I asked myself how i could help the zerg player so I added as many connections as possible blocked by rocks. that is also the reason why a shrine splits the middle part in two: terrans are to slow to switch from the left to the right and zergs are quicker when using the outer routes via highyield and xel'naga. the towers are quite crucial to control.
the setup also provides plenty of possibilities for your expansions after the natural, you can as well go for the high yield directly if you have control over the centre and the small field behind LOS at your natural and the xel'naga between highyield and opponents exe.
cliffs that could be important strategically:
entrances to centre:there is a cliff to the base, also the verticle ones left and right from the shrine to the lowest area. 2-3 tanks work wonder here. both LOS ares between centre and natural/expansion are important to control movement between highyield and centre and also as attacking routes(xel'naga) or drops(natural).
i will upload the map today and you can try if the map actually favours terran to much over zerg.
from the beginning of the development I tinkered with the idea of making a 2nd version of the map using same size and (similar) layout but the scenery changed: I completely destroyed environment, a nuked version of "god's grove": gone grove or something like that ;)
so I am eager to know what you guys think once you get to play it?
This map is very interesting. It has tight closed spaces, which realy favors Terrans with their Siege tanks, but on the other hand both main and natural have backdoor which is kind of thing that puts Terran into huge disadvantage. Nice little balance there:)
this was my idea how to balance a map that uses lots of cliffs and trees used to create a jungle scenery.we will see how it works :)
The scenery is looking nice.
Also, you could consider the name "Gods' Grove", referring to multiple gods. It would fit in with the Warcraft universe too.
Yes that could have been an option if one could argue with someone (blizzard) about it. The point is the publishing system makes it impossible to use it.
QUESTION: is it possible to ask a moderate to change the thread's title to [Map] 1vs1 Guardian's Grove?
Your bottom right High Yield expansion can easily be taken out by Siege Tanks from the high ground if I'm not mistaken, where as the top left High Yield expansion suffers no such weakness.
Your bottom right High Yield expansion can easily be taken out by Siege Tanks from the high ground if I'm not mistaken, where as the top left High Yield expansion suffers no such weakness.
Could you be more precise about the possible problem?
Which high ground you are refering to? Thx.
edit: possibly you were talking about the temple like structure in the southeast corner of the map? the cliff is not walkable. now that you mentioned it I added some decoration on its top to make it visible that it is not walkable.
1.To many trees grass etc.
2.Very tight. Not much space for breathin room.
3.Top left and Bottom Right corners should have a mineral patch thats only accessed by drop.
4.Take out the shrine in the middle. Remove two Xel Naga towers and put just one in the middle.
5.Increase the start spot area. Not much room to build. Prob run outa room rather fast.
Other than thats. Great map, looks like you put alot of work into it. Its turned out perfectly. I hope you choose to remove the shrine and put tower in middle.
I am afraid you are right, less trees and grass = less atmosphere though. I really do not know what to do. Maybe I cut down trees in the centre.
I will upload the map later today.
I had just decided to make the shrine a bit smaller.
what do you think is wrong with the positioning of the Xel'naga towers? The way they work is that each tower is overlooking its side of the central area without covering the whole shrine. If one player was able to control the tower in the centre it would not give him any more information than he has anyways (=control over centre). I think the possibility to control the centre while the opponent tries to control one or both sides is more interesing. also nore the possibility of controlling "the other side's" tower in order to control movement around the exe.
I think the main is big enough for a pretty complete build even if you turtle as terran (you should not though)
I put some buildings into the staring are:
SDo you think it is actually too cramped?
[edit1:]
on making the high yield areas drop only - do you mean as an addition or cutting the two corners off and make them into islands?
I think I have to keep these areas strongly connected (to natural with blocking stones, to centre and to exe) too allow more movement.
[edit2:]
courageously removed some trees
next to ramps leading down to centre
next to Xel'Naga (centre)
top/bottom of both starting positions (top of factories)
[edit3:]
question: publishing says: map is fine for publishing. upload to battlenet stops at 84%. any ideas?
The map looks great but I think you might end up having to go back and widen some pathways and ramps to help zerg maneuver without funneling into death or getting too easily split by forcefields. Needs TvZ testing is all.
I already went back and cut down some trees.
please look at the pictures of the fnal version shown here in the new thread
please keep in mind that not everything that is green in top view actually is a tree.
I made more space in the centre, around the pathes from centre to natural and exe and in the base.
The map can be found on battlenetEU if you want to check out the final result.
probably we could get the TvZ point discussed in the new thread (I made a new one, because of maptitle restrictions by blizzard)
The scenery is looking nice.
Also, you could consider the name "Gods' Grove", referring to multiple gods. It would fit in with the Warcraft universe too.
absolutely. it is more a general problem I have with such a restrictive policy.
thanks for your comments. earlier in the development of the map I asked myself how i could help the zerg player so I added as many connections as possible blocked by rocks. that is also the reason why a shrine splits the middle part in two: terrans are to slow to switch from the left to the right and zergs are quicker when using the outer routes via highyield and xel'naga. the towers are quite crucial to control.
the setup also provides plenty of possibilities for your expansions after the natural, you can as well go for the high yield directly if you have control over the centre and the small field behind LOS at your natural and the xel'naga between highyield and opponents exe.
cliffs that could be important strategically: entrances to centre:there is a cliff to the base, also the verticle ones left and right from the shrine to the lowest area. 2-3 tanks work wonder here. both LOS ares between centre and natural/expansion are important to control movement between highyield and centre and also as attacking routes(xel'naga) or drops(natural).
i will upload the map today and you can try if the map actually favours terran to much over zerg.
from the beginning of the development I tinkered with the idea of making a 2nd version of the map using same size and (similar) layout but the scenery changed: I completely destroyed environment, a nuked version of "god's grove": gone grove or something like that ;)
so I am eager to know what you guys think once you get to play it?
this was my idea how to balance a map that uses lots of cliffs and trees used to create a jungle scenery.we will see how it works :)
Yes that could have been an option if one could argue with someone (blizzard) about it. The point is the publishing system makes it impossible to use it.
QUESTION: is it possible to ask a moderate to change the thread's title to [Map] 1vs1 Guardian's Grove?
i am sorry for the doublepost but I have a question regarding something different:
what i a clever way to treat pathing? - scv went behind the minerals several times.
I know I can block things. Blocking lead to another problem - scv was blocked behind gas after building it
solution: taking away the trees and the blocking
- back at the first problem: scv goes behind minerals.
any ideas?
@Samro225am: Go
Your bottom right High Yield expansion can easily be taken out by Siege Tanks from the high ground if I'm not mistaken, where as the top left High Yield expansion suffers no such weakness.
Could you be more precise about the possible problem? Which high ground you are refering to? Thx.
edit: possibly you were talking about the temple like structure in the southeast corner of the map? the cliff is not walkable. now that you mentioned it I added some decoration on its top to make it visible that it is not walkable.
Very nice map btw just a few problems to note.
1.To many trees grass etc. 2.Very tight. Not much space for breathin room. 3.Top left and Bottom Right corners should have a mineral patch thats only accessed by drop. 4.Take out the shrine in the middle. Remove two Xel Naga towers and put just one in the middle. 5.Increase the start spot area. Not much room to build. Prob run outa room rather fast.
Other than thats. Great map, looks like you put alot of work into it. Its turned out perfectly. I hope you choose to remove the shrine and put tower in middle.
Good Job Amd
@Amdrom: Go
Thanks for commenting!
I put some buildings into the staring are: SDo you think it is actually too cramped?
[edit1:]
on making the high yield areas drop only - do you mean as an addition or cutting the two corners off and make them into islands? I think I have to keep these areas strongly connected (to natural with blocking stones, to centre and to exe) too allow more movement.
[edit2:]
courageously removed some trees
[edit3:]
question: publishing says: map is fine for publishing. upload to battlenet stops at 84%. any ideas?
The map was published today. You can find it on battlenet EU servers. Map title had to be changed to GUARDIAN'S GROVE
http://www.sc2mapster.com/maps/guardiansgrove/
i will open a new thread with the actual title. I will no longer update this one.
Thank you for your comments, encouragements and critic!
The map looks great but I think you might end up having to go back and widen some pathways and ramps to help zerg maneuver without funneling into death or getting too easily split by forcefields. Needs TvZ testing is all.
thanks for your comment
I already went back and cut down some trees. please look at the pictures of the fnal version shown here in the new thread please keep in mind that not everything that is green in top view actually is a tree. I made more space in the centre, around the pathes from centre to natural and exe and in the base.
The map can be found on battlenetEU if you want to check out the final result.
probably we could get the TvZ point discussed in the new thread (I made a new one, because of maptitle restrictions by blizzard)
did you have a chance to play it? glad you like the design!