I decided to try something... somewhat different. Check it out.
Players: Three
Size: 128x128
Tileset: Jungle
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Hmm, looks interesting. I've never been good at criticizing, so I might just play it and see how it goes.
wtf you make a 3 player map the same day i do? i hate you.
i have my own i'm cooking up
Same here, infact, I had one going a couple weeks ago, but Exams and Summitives are tough =(
i have a full time job, so i have really no time to make maps
i put in a few minutes here and there, though
Now, I don't know a THING about Melee maps. But, I think this map looks like a lot of fun!
Would you mind PM'ing me the actual map? I would love to play this with a couple of friends.
Maybe later, cuz this map still needs a little more embellishment and I'm waiting for more criticism since of the 6 replies i've gotten, only two actually said something about this map.
Blue and teal are farther apart, Blue has bigger high level expo, and bigger nat area than the other 2, but besides from the the map is excellent.
In a 1v1 I think that the player counter-clockwise from the other has an advantage, but it's all good.
Yay for 3-player maps! I like the general layout of it so far.
It is difficult to make a balanced 3 player map (position wise). I think you did a great job. When you look at the ramps and cliffs behind the natural expansions, there are some irregularities. Blues natural can be attacked from two sides just by walking over the ledge above it. For the other two positions, you would have to walk across half the map, so you probably just would not do it. For cyan it would be easy to add a ramp to have the same situation as for blue, but for red you would have to change the map drastically. If you really want perfect balace position wise, you probably will never succeed though, that's why 3 player maps are so difficult.
How bout ver2?
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Or ver3 (version 3 has no ramp at 11 oclock part of map)
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I think blues expand is easiest to defend. And i think you should make the ground behind mains unbuildable, cannon rush/bunk would be murder.
V2>V3. Having one ramp less on the top ledge than on the other does not make much sense imho. bunkerrush could only be considered a problem tvz, and sunken have greater range anyway. And a canonrush is type of a cheese strat, it is far from unbeatable when you know it comes. So this point is not valid imo. I feel like all naturals are almost equally easy/difficult to defend. It is not "lost temple"-easy, but not "gaema gowon"-difficult either, on any position.
Alright, i made some minor changes:
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ADDITION:
And here's the map if any of you care:
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QUOTE(Panschk @ Jun 22 2005, 02:54 PM)
V2>V3. Having one ramp less on the top ledge than on the other does not make much sense imho. bunkerrush could only be considered a problem tvz, and sunken have greater range anyway. And a canonrush is type of a cheese strat, it is far from unbeatable when you know it comes. So this point is not valid imo. I feel like all naturals are almost equally easy/difficult to defend. It is not "lost temple"-easy, but not "gaema gowon"-difficult either, on any position.
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Its harder then gaema, there is a small, easily defended sliver above the natural, but w/e its not my map.
Are you sure tanks can't reach blue's mineral? Just try it
I like it! I will make a 3 ppl map soon to make some competition
EDIT: I tried your map with tanks and we can kill the main CC and gaz, minerals that gives big terran advantage O_O
Here's a screenshott: