|Looks a bit like Satterchasm/memory cell. Pretty nice.|
You have some problems with positions though. Normally the choke for the bottom right player should be on top, now it is a it messud up, like on LT.
except htat, pretty nice.
|my idea for this map was to keep it as asymmetrical as i can... its suttin different and i think it turned out real nice. i wanted close positions.. far postions.. drop positions etc..|
|i'd made blues nat on top of his base.|
|yeah ... i was going to do that but then i culdnt make blues area balanced.. it wuldnt have even looked the same as the other 3 bases. so thats my little dilemma.. but other than that i think i did a pretty good job with it|
|it looks like blue and teal have massively favored positions|
|the 3° expos of all player are in different position...|
|yea early game red and teal are favored and then later game other 2 positions are favored....considering most games are shorter id say red and teal are a little too favored.|
|well yeah i planned it to be that way.. i thought hey i was going asymmetrical in the first place so i used it.. its pretty balanced for each base's differences and shuldnt cause too many problems that are any worse than recent pgt and wcg maps.. so i sed what the hell haha|
|maps shouldnt favor other positions.|
Fix blue main.
Fix min only expos for red/teal.
|honestly i really cant change blues main unless i change everything else on the map to mirror blues changes.|
"Fix min only expos for red/teal"
i want everything assymmetrical and changing those positions will def ruin my intent.
|Update: Modified some terrain .. took out some space out of red's base. extra decorations added.. comments?|
|assymetrical = unbelanced, like LT|
|its not as bad as many of u suggest. its really not as worthless as a couplee of u lay the map down to be|
|I have you alone said the truth I did not want to insult your map. ... |
|Well how about removing the bridges at 12? So the distance becomes a bit bigger, and the path could be opened up a bit?|
|actually im thinkin about removing both bridges at 6 so i can make a wider bridge with another program. and possibly do that witht eh 12 o clock bridges too.|
|Satterchasm on badlands?|
|haha yea a bit different tho.. theres similarities but there are many differences too|
|it is quite standard, that's what it has in common. and there are two bridges together ~~|
|Looks kinda hard for z to d early game from mnm and whatnot for all sls except teal|
|Updated the map to make some of the positions more fair. the close positions have a huge bridge for flanking room. the 12 o clock position needed to be changed a bit b/c it was too open. fixed it up a bit... comments???|
|I put some GMCS for your map. Basically what I'm suggesting is moving mineral exps of Red and Blue bases farther from nats.|
If the distance becomes longer, the Red and Blue would be difficult to take min. exps as Purple and Teal do.
I think this will keep the assymetric property of the map and improve the balance among main bases.