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Last update for (4)Bittersweet : 2005, 11, 27 21:01
|mapID||Mapname (comments)||map size||Author||Rating||Type||play type|
|696|| (4)Bittersweet|| 128*128||Valug||0.2||final|
The map has been rated 32 times and got a total of 5 points
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|while it looks quite good, I think this map will be frustrating to play. Instead of a big fight zone, a lot of long ways. Just imagine cross positions and pathing here :[|
|Shangrila meets namya iyagi (or-whats-it-sname)... battlespace is lacking on both these maps unfortunatelly. On the space one its hard to fix because you already used the entire map :P |
But here you could rearange a little.
And i must say you had a little bad timing with those ramps, because they are beginning to be a bit over-used on this site :(
|but still, it's a nice concept and a very interesting approach to a map by taking common means.|
|So, what should I do to fix it?|
Starparty- I never come here, I didnt know. I usally keep all my melee maps to SEN. Sorry? >.>
|yes i know, wasnt offending, just stating. |
the biggest problem here are the paths, because if you start crosspositions there will be very anoying routes to travel on and it will take ages before you get to opponent. As a player i would find this to be a drag and that is not wantable reaction..
You could try removing center expos, making normal ground there, and adding my big ramps leading down to center from the hills above? could improve a great deal imo
|how about making the centre all high ground and making those custom ramps leading to each player's natural much wider?|
|also a good suggestion|
|How is it now? (Yes, a bump comment.)|
|the pure number of expansions is overwhelming imo.|
|True, i also dislike the number of expansions. The center expansions seem unmotivated somehow. Also the paths are very uncommon. Hard to see how it would play. Maybe LGI has time to test this map and give a comment.|
Only thing that i see, is what Starparty said, we're getting drowned with tileset ramps the last weeks, still it's good executed, and not meant as an offend.
For the looks, you could add several dodads, the map itself looks quite empty - doodadwise. Terrain itself looks good and natural.
The mainbase mineral fields are glued to the mapedge, which you should change definetely. Units should have the chance to walk behind the mineralfields, good for drops and early harassment. Also you placed the gas symmetrical, which is correct on the first glance. On the second, we already know it's different, read "The Gas Issue" articles in our Article section for this. (short artricles, worth to read).
K, that's it for now. Looking forward to your next update. :)
|Awsome design, lack of interest =(|
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