|hey all, heres another map ive been working on, so far, the deco is only on right side :O (or pretty much)|
so ill have to work on that...
But what was more preocupating to me was weither this nat cliff would destroy my map... I aint sure myself :(
|The cliff is fine, it's a feature, not an accidental tank spot, BUT!|
Only small units can pass after the pylon is down, goons for example, or tanks can't.
The 5 and 7 expos are muta paradise, add some space for turrets/cannons behind them.
lovely idea with the 11 and 1, not sure how this will work out, but I like it.
Maybe the trees covered middle path can be made a bit wider.
|Don't worry, there isn't much to destroy.|
Wayyy too tight, needs more room and less gas.
|well i have to say, 11 and 1 have 2500 in each gas :O|
and, for the tight thingy, i dont think this map is really macro based.. few expos, pretty open nat, small distance, i didnt really expect any huge armies to go around :o
and, for the middle path, ill have to c about it, i made it sorta just for early game, but its maybe true it should be more open bc itll still affect gameplay alot lategame
modified by FateD
|and what's with gas being at bottom everywhere?|
You can have it at top at least in the mains.
|"The 5 and 7 expos are muta paradise, add some space for turrets/cannons behind them."|
u dont really muta harass that late game anyway
u should wide our 6 o clocks way to balance up tvp late game.
this map is very nice ^^
|errr not really alter, bc with the structures, u can drop tanks in every gap there is, and u cant really do anything (that i know of) to disable that :(|
so having gas at top in main would make it tankable, so id have to widen a already pretty big main :o
btw ill c what i can do about the tightness, and prolly update today
|add highground expansion with one ramp each where i marked red xD|
move those tight path higher like the black arrow shows, and finally make the yellow are walkable and remove those water.
great map!! :D
|lol i tried what u said, but idk yet if its worth replacing since its such a big change, ill have to test, n get opinions about it :D|
|you the place right and left down in the water and create there some little island and spam doodads there :D|
you also need a better name for this map --v
|Hello all, biggy changes have been brought to the map :D|
- all what carkling said
- more deco (even if its still not done yet)
- changed couple details here n there
- trees that somehow decide to FULLY apear ingame now :D :D
- n much more!!!!! (not rly, that was all :( lol)
anyway, whatd u guys think? btw if u wanna compare to the older v., 2 posts ago, cark posted a pic of it
|make the main-main path so only small units can pass there :D|
|changed middle, but didnt update pic, now mid only allows smaller units :P lol |
any other comments? :O
modified by FateD
|finish deco > amazing map :)|
|aight aight, ima finish deco today :P|
|hmm i should be done with deco now... if something changes, itll prolly be for balance now :O|
any comments? :O
|uploaded a replay btw, pvz, nothing gosu or anything lol, just me Xd|
|Lovely changes, but that pylon blocked passage is still passable only by the smallest units, no?|
|well, im gonna have to test it for medium sized units (bc it turns out goons can pass mid)|
but i think no goons,vults,tanks, lurkers,ultras, n maybe goliaths can get up there :O
|Well, doesn't it make sense for them to be able to?|
On the other hand, If your intention is to have only small units - then it's fine, it's not a bug, it's a feature.
Well, a weird one, but a feature.
|testing will tell if it makes sence or not :D lol|
|lol omg.. I hadnt updated v. on site and a start loc was missing XD|
|Well i have to say, you have improved!|
Many picture lovers here, btw... Or should i say "deco lovers" :D
|ty :D lol|
|u should get rid of some of the clutter doodads in the center. itll free up some flanking for the bigger pvt and zvt battles.|