I will start this map in like 2 weeks and because I know how you like to flame each other how a map should be I post my concepts here. legend: Brown: Normal terrian Dark Brown: High hills, you cant climp them Blue: Architecture, infantry cover and only accessable for infantry Grey: Open Infantry only terrian, rocks & tank traps Green: Infantry only walkways. Red: Res nodes White: Deep chasm The theme will be a high plateau and an abandon air base on top of it.
I think that looks like a pretty good concept Mayama. NW is definitely going to be a strong focal point for both teams in the beginning. However, I'd maybe consider making the center resource node 1x, and perhaps make the one SE of it (or perhaps even the one in the far SE corner) 2x, perhaps to make the SE worth fighting for a bit more than it currently appears to be. Just my $0.02
Make that centre cross a bridge, and have a tunnel running under it between the two bases, and this map would be very familiar to me.
hmmm, if i make the middle res node 1x middle would be not something to fight for. It would be more a fast way from one corner to the other one. Or with other words, more mvalley than cyclopean. I could (if i make it 2x) place the SW ref on a very high "tower" so you can attack it from far away. That means its worth to defend the whole area to get it. Familiar to what? I know it looks a bit like cyclopean but what do you mean? Tunnels from one starting base to the other would support early game rushes so i dont think it will suit the gameplay.
The only thing I have to say is be careful with the paths leading out of the bases. Other than that, it's fairly symetrical, and can't really do much to go wrong as far as balance goes. Just make sure the choke points are either both in front of the refs or behind the refs on the way to the NW corner.
I agree with John Shandy's assessment of the map. I see opening moves of the map as go to the NW with the goal of shutting out the enemy at its closest chokepoint via turtling. I think an alt to giving more resources to the SE, is to make the NW very crappy for base building, while making the SE very easy for base building. Another alt is to widen the chokepoints of the NW corner of the map, so they are harder to turtle. Otherwise, it looks ok. Is the airbase going to be the blue areas, or will it be in the middle? Aesthetically, I don't like the idea of a chasm in the map. I'd consider making the middle just a giant mesa that is climbable, but only via the NW/SE paths. The white areas could just be a gully/cliff, or level ground then. Downside would be the center might become strategic as an arty base, and then the map would be the opposite of Cyclopean. It might be tuned down by making the mesa kind of short, but it'd still be like a free firebase if a VF could be built in the middle and the middle chokepoints walled.
good, but you're thinking in 2d. whip out some sketches with your pencil and notepad for each area, THEN you will know if your idea is good or not. don't start an area until you have a sketch though. for a 2d picture though, not bad. not too big, which i like about it.
Brown: Normal ground White: BIG CHASM Dark grey: High hills not accessable Light grey: rocks, tank traps and other stuff to not let tanks pass Green: Infantry only walkways Blue: Architecture Red: ref nodes The entrance to the NW corner will be as broad as the east emp_canyon chokepoint The entrance to the SE corner will be as broad as emp_canyon is on none chokepoint areas. EDIT: Full Base placement will be only possible in the 4 corners. In centre is only room for a rax. The four "ways" between the corners will have room for a rax and a radar or armory
SE has 3 refs but is pretty open. NW has 2 refs but is easier to defend and you can get middle faster from nw so I hope it balances out.
Basically the map is a bit more like Isle, except infantry can criss-cross east-west, and maybe the urban terrain will provide some interesting cover Looks like it will be an interesting map. EDIT: D'Oh I meant to say "Coast" not "Isle". It looks like the Coast map.
I think mayama should recompile emp_temple for 2.22, because I liked that map. Also, that map concept for emp_mesa looks awesome.
do me a favor and dont have any rocks dirt or any other "natural" geo formation in this map. there not really your strong point.