Maybe I just have the patience of a little kid :P. I'd really like to get some opinions on this map o' mine. I understand the oddity of having all NATURAL expansions tucked BEHIND each players main base, but I figured that change would make things a bit interesting. Anyway... the map is 2v2 for those of you who can't tell. As I said, naturals are close by your main town-hall building, down a ramp, tucked behind your main base. Some might call it noobish... if so, tell me :D. I can take criticism D;. The other expansions around the map are difficult to take over, as well as to maintain. There are lots of watch towers placed around the map, and it's basically a super reflected map, so as there are two expansions and a high yield on one side, there are on the other side. The expansions have rocks in the way to get to them. The high yield is then accessible as well but then has the tiny little destructible debris to deal with first. There are two extra expansions in front of the bases, a little bit further from the base and more open and difficult to maintain, also blocked off by rocks. Hope you like it! :D
pathes are much too narrow, level is maze-like > no good idea
I realise it is a team map, but still I am bothered that both main bases are so close to each other and connected. if one base is contained, both are...
get rid of all xel'naga towers but one (or two). but with such a layout only one makes sense, because pretty much everything will move through the middle.
get rid of the stones everywhere
do not use blocking stuff for blue minerals. in this map everybody would grap one of the minearls field to the left or right because they are super secure against all non-flying units, because of your chokepoint. actually these are no chokes. it is a total maze!
advice:
start all over again and take a moment to think about how you would move in an actual match.
probably try to copy one of blizzard's map layouts. look at blistering sands or lost temple, grab a pencil an draw the points of resources and connect them with direct lines and you have the basic plan of what you could try next.
comment:
the natural behind the main is a nice idea and very noob-friendly I guess, because this gives the players a lot of time to build up. but this game is not about peacefull times: you want to have a dynamic math with actions starting in the very first minute, harass and contain to block opponents exe or even natural. So if you like the general idea of having a natural behind the main, then go for it, but connect the natural to the rest of the map, e.g. a U-shape around the main base with the natural at the bottom of the U. connect both tops/tips of the U to the centre of the map or a pair of possible expansions and then connect the natural with the main base and also the mainbase with the two tips of the U, but block these two pathes. so the natural covers the mainbase, but is open to attack from both sides. also the two "backdoors" can be used, once the blocking stones are removed.
well, I guess I will try this myself in a minute ;)
http://www.sc2mapster.com/maps/sythmoria/
Maybe I just have the patience of a little kid :P. I'd really like to get some opinions on this map o' mine. I understand the oddity of having all NATURAL expansions tucked BEHIND each players main base, but I figured that change would make things a bit interesting. Anyway... the map is 2v2 for those of you who can't tell. As I said, naturals are close by your main town-hall building, down a ramp, tucked behind your main base. Some might call it noobish... if so, tell me :D. I can take criticism D;. The other expansions around the map are difficult to take over, as well as to maintain. There are lots of watch towers placed around the map, and it's basically a super reflected map, so as there are two expansions and a high yield on one side, there are on the other side. The expansions have rocks in the way to get to them. The high yield is then accessible as well but then has the tiny little destructible debris to deal with first. There are two extra expansions in front of the bases, a little bit further from the base and more open and difficult to maintain, also blocked off by rocks. Hope you like it! :D
@CTMRZ: Go
Did you ever test the map against KI?
critic:
advice:
comment: the natural behind the main is a nice idea and very noob-friendly I guess, because this gives the players a lot of time to build up. but this game is not about peacefull times: you want to have a dynamic math with actions starting in the very first minute, harass and contain to block opponents exe or even natural. So if you like the general idea of having a natural behind the main, then go for it, but connect the natural to the rest of the map, e.g. a U-shape around the main base with the natural at the bottom of the U. connect both tops/tips of the U to the centre of the map or a pair of possible expansions and then connect the natural with the main base and also the mainbase with the two tips of the U, but block these two pathes. so the natural covers the mainbase, but is open to attack from both sides. also the two "backdoors" can be used, once the blocking stones are removed. well, I guess I will try this myself in a minute ;)