|ur best map yet! Teal's base is really smaller compared to blue's and red's. and even then, red's base seems a bit smaller than blue's. Looks alot like Tau Cross or w.e. from the Korean leagues.. but this is a pretty good map. there is a positional imbalance also, I'll gmcs the problem.|
fixed a problem from one of my gmcs:
"compared to the blues, this *area* is alot more massive and should be reduced. Add more to teal's main here."
modified by NastyMarine
|Tank range tested? Teal and blue seem to be in danger.|
|K mains are same size & cut doodads were fixed|
|Reminds me of Tau Cross. Also, you might want to move the main minerals nearer to the center of the mains, for various reasons. Tank + ebay can cannon main minerals for teal and blue, but not red. Also, the walk from main to expo would be a pain in the ass, a personal experience from map-making. Other than that, I have nothing to add since I am n00b meleer, so best of luck! ^_^|
|Oh, I also like the various paths that a player could take, while still being interconnected so large armies have less of a chance to walk pass each other without notice. |
|OMGZORZ TAU CLONE :)|
|Blues and Teals main are sigeable from the outside, which is a huge mistake for a map maker whit the experience that you have behind. SO WAKE UP AND FIX IT!|
If your path finding is good then your map is really, really nice. I like it.
|What a experience you talkin' about? So long I can remember in the past he just cooked small biscuits.|
Bridges abuse,and for what?With all those large pathes terrans will be in big trouble.Because of their mobility Z and P will dominate this map.After T lived his beloved main is just a matter of time before his ass would be kicked.
To learn something from a good map isn't wrong(so long your not tryin' to copy them),but you my friend have chosen the fake idols.Just weak mappers will abuse using again & again the same elements.So the result is a unnatural lookin' map,in the most cases with crap pathfinding like Peaks of B.& Tau C.
|i think i may agree wit fry about the mass bridges... i think they may really hurt T's chances at all of trying to roll out or even push. Too many paths for T to worry about.|
|uhhhh I dont know if you guys have noticed but most of my maps in the past are T favored & for once I wanted to make a map that would have good flanks for us P users|
|Teal's main & Blue's main are now untankable|
|blue's nat is more open than the others, and is less defends the choke; the others have cliff that wraps around the nat minerals, blue's does not.|
As for tvp balance, perhaps eliminate the outskirt bridges; the bridge SE of blue's nat, W of red's nat, and N of teal's nat. This will limit mobility, but not hurt the map's concept nor playability, for there are many of alternative routes left. Imo this will help pvz as well.
|will do Joel|
|I need to know what ppl now think of this map now that its in the final stage|
|@tktkvroom My opinion doesn't change from the previous one.Because the map itself doesn't change significantly.With all this large pathes you can't expect a terran victory;on the ground of course.|
But it seems other like such stuff.Well they also like Mirage.
Enjoy your ice so long it's not melted...
|The map seems normal to me. It has not very atractive gameplay, but i didn't notice any issues. Only the red min only exp seems a little too far away from his first gas nat. I also liked the decoration on the map. You can't see it on the jpg, but in game it's great :) .|
|Thanks LGI |
|PvT added ..........going to get alot more soon|
|SL has new mineral formations |
Blue's nat has that longer wall like you wanted Joel ;) just for you ^,^
modified by tktkvroom
|your obs version is fucked up :[|
|you map has been pimped!!|
|i agree with testbug.|