View Full Version : (2)Urstromtal — another project
Vinzent
02-12-2008, 1:54 AM
The general sentiment on my other map, (4)The Black Canyon, was that it lent itself to too many imbalances, so I present this, my second serious attempt at a melee map, a duel map which is much more symmetrical. Critique appreciated.
Dem0nS1ayer
02-12-2008, 1:01 PM
Mains are WAY too small, the minerals lines could be better, the gas should be closer to the minerals in some of the expos, and you should make the cliffs near your choke untankable, or just take out the cliffs because the path is really tight.
Vinzent
02-12-2008, 1:23 PM
Mains are WAY too small ...
Perhaps, but are you including the low ground at the foot of the ramps in your assessment?
... you should make the cliffs near your choke untankable, or just take out the cliffs because the path is really tight.
Are you talking about the backdoor path or the choke near the mineral-only expansion closer to the centre? The backdoor is supposed to be somewhat narrow, but I suppose I could remove a bit of high ground to make some more room and to make them inaccessible to tank drops.
Mjolniir
02-12-2008, 2:23 PM
mains should be all on one level, with no choke/unbuildable in the middle(like a ramp, thus no "two level" mains exist).
now this one looks far better. but really, its far far too cramped. theres room for NOTHING. Everything should be more spacious, and when I say everything I mean it. Main, natural, middle, yes, everything. you use too much space with that water. especially main should be bigger. A main should always have room for around 20 tech/unit production buildings, and almost 200/200 supply depots. if they're placed well anyway.
neobowman
02-12-2008, 3:39 PM
You should also widen the bridges a lot or add more. Small bridges as chokes equal wtfpwnage by terran.
Protogod
02-12-2008, 4:21 PM
Mains are WAY too small, the minerals lines could be better, the gas should be closer to the minerals in some of the expos, and you should make the cliffs near your choke untankable, or just take out the cliffs because the path is really tight.
I second the motion.
The mains/minerals are the #1 problem.
Vinzent
02-12-2008, 4:25 PM
So noted. The mains should be pretty easy to change since there's some room on both sides of each. What's wrong with the minerals in particular, though?
Dem0nS1ayer
02-12-2008, 4:48 PM
There's nothing really wrong with them, but they're kinda placed badly. It will take a lot more time to mine these minerals because they're not placed very well.
Vinzent
02-12-2008, 6:25 PM
Updated.
Edit: Oh, ignore the fact that there's 5 mineral fields in the northern mineral-only expansion and 6 in the bottom. That was from when I was making more space on each main, and will be fixed. I didn't notice it until after I posted.
migidu
02-13-2008, 12:43 AM
there would be plenty of walking with ground units. will that be preventing rushes? there's a center place to meet up.
connect the midle with each side. you may leave the bridges and a little bit of water, but otherwise it should be connected. otherwise this would be so much terran map it aint even funny. Impossible to flank etc.
The mains are nothing but snow. not good for the eye.
The mains can be shot down below the cliff by tanks and mineral line with just about anything. this is unacceptable.
friedleaves
02-13-2008, 5:23 PM
Still looks pretty cramped. You should also get rid of some of those trees in the middle. They might look nice, but are pretty annoying when playing a game.
Also, you could add a bit more decoration in the mains. Just plain snow looks kinda boring.
Other than that, looks ok. I like the little backdoor path to the naturals.
Vinzent
02-13-2008, 9:23 PM
All of the above has been addressed. One thing though, would a regular-sized bridge on each side be okay for connecting the two sides to the central area, or should I connect it with land? I would like to keep the water as one contiguous body, if possible.
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