QUOTE(wesmic da pimp @ Jul 24 2005, 08:08 PM)
Well, I think that this is pretty balanced around terran even with the two chokes which usually don't benefit them. I also think that you should get rid of that water area to the right of blue's main so that it is open to get to just like reds.
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I had to think a while about the two chokes, but after a playtest I decided to keep them. They're difficult to make a full-out attack on, so they'll just make things more interesting if Dark Templars or other assasin-type units are in the mix.
I thought about the water, too, and kept it because it matched the huge forest in front of the red base. But the water is larger than the forest, and the two obstacles are quite different anyway, so I guess some balancing could be in order there.
Thanks for the feedback!
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QUOTE(decafchicken @ Jul 24 2005, 08:13 PM)
The chokes are horrible. Zerg cant fast expo properly and vult raids are gonna be a
. Its a cool looking map with the structure/high dirt, but you need to fix the minerals ( too spread out and random looking imo) and do something with the chokes. I'm not sure about the high ground so close to the main too, i'm not sure how that will work out and you can build on the high dirt one, but not the structure.
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Are you saying I should make the chokes bigger?
Yeah, I know I have bad mineral placement.. I'm working on that. Dyslexic, or something, I guess.
Edit: Do you mean randomly placed around the map, or randomly placed around the start location? I kind of like the random look, but I'll change it so that it's better to play.
I don't think you can build on any of the high dirt around the red base.. there are trees up there. If there is room to build -- I'll go test, I haven't done that yet -- I'll definately change that. My goal was purely to put units there.
Edit: I checked, and every race can fit static defense up there. I'm trying to put doodads to block buildings, but I'm having trouble. I'll fix it, though.
Thanks for the feedback!