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Thread: KDraconis' Maps

  1. #11
    Gradius's Avatar SC:L Addict
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    Apr 2009
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    Default Re: KDraconis' Maps

    That is an odd looking map - I would love to play on it.

  2. #12
    gastrop0d's Avatar Junior Member
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    Apr 2010
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    Default Re: KDraconis' Maps

    Havenbrook looks sweet!!

    Main things I see: you need some kind of physical divider between the mains up on the plateaus. Otherwise a Zerg player's creep might overrun into the ally's base and prevent him from building things. Just make a little canal between them or something.

    There's only 2 expansions per side that aren't right near the middle of the map. That means 4 of the 8 players are going to have a tough time doing any serious teching, limitting the strategies viable on the map. The mains on the plateaus are huuuuge. You could easily make some space there for 2 more naturals, I reckon.

    Once again, I've never really played 4v4, so it's only a guess by me. I'm just applying 2v2 principles of "everyone should get a natural".

    This map has the potential to look gorgeous, too.

  3. #13

    Default Re: KDraconis' Maps

    So... an update.
    Here's Havenbrook Dreams as it looks now:



    It's not fully completed yet, because I still need to touch up on the texture in a few places.

    Quote Originally Posted by gastrop0d View Post
    Havenbrook looks sweet!!

    Main things I see: you need some kind of physical divider between the mains up on the plateaus. Otherwise a Zerg player's creep might overrun into the ally's base and prevent him from building things. Just make a little canal between them or something.

    There's only 2 expansions per side that aren't right near the middle of the map. That means 4 of the 8 players are going to have a tough time doing any serious teching, limitting the strategies viable on the map. The mains on the plateaus are huuuuge. You could easily make some space there for 2 more naturals, I reckon.

    Once again, I've never really played 4v4, so it's only a guess by me. I'm just applying 2v2 principles of "everyone should get a natural".

    This map has the potential to look gorgeous, too.
    I tested it out, and creep doesn't reach the other base. There's enough room there for the non-Zerg player to make buildings and such.

    As for expansions, I'm still considering adding an expansion on the main plateau, but I don't want to create too many expansions. I found that in almost every 4v4 game, it turns into a "mass Tier-3 and attack" game, and I want to try to break that.

  4. #14

    Default Re: KDraconis' Maps

    This map is undoubtedly pretty. However, I don't see much room for sneaky shenanigans. What do you think about cordoning off the cliffs between the high bases and low bases with vision blockers (for the south base, that would be 12 o'clock and 9 o'clock; for the north base, that would be 3 o'clock and 6 o'clock) and turning them into potential blind spots?

    I think this would be an interesting addition as those areas would have high strategic value. For the defenders, they would be strong defensive points as the enemy would require either an air unit or a ground unit inside in order to target the defenders positioned there. For the attackers, they'd be fantastic for proxy Pylons and Nydus Worms.

  5. #15

    Default Re: KDraconis' Maps

    I love that last map
    NonY's #1 Fan!

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