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Savage XR Maps
xr_holiday
Submitted by LazyFly on 16.10.2013
AuthorLazyFly
Descriptionworker pathing problems fixed.
mines placement fixed.
mankits boringness fixed.
CategoryNormal Savage
Derived From(not derived)
Derivates(none)
Map Statusonline
Rotation Information[this map is not in the rotation]
Download LinksMap File
Overhead Image (right-click, "Save Target As ...")
Test
Map Statistics
Size64x64
Teams2
Flags0
R. Mines6
G. Mines0
NPCs28
Chiprels0

Rating: 5 stars (1 vote)[You have to log in to rate!]

Pages: [1] [2]

Comments
Misch
11.10.2013, 06:25
Epic overhead bro, reall good job at it. I haven't had a chance to check the map but I will certainly do that later.
LazyFly
11.10.2013, 07:06
haha, the overhead was from djinighis ;)
SavageBeard
11.10.2013, 11:12
Nice map, I like the texture usage.

Basics seem fine.

These are optional fixes if it's unintentional:
- Workers can't pass in the west small passage.
- Workers can't pass the pool to the centre/east.
- If you have time I'd say go over the map once or twice again and refine the looks. For example, the vista from the human SH isn't all that interesting, looking down the vast monkit pit. Overall just some more TLC could go a long way, to make the map interesting to look at from every angle.

After this waiting for salty_dog to check it as well, as we agreed to both check maps.
LazyFly
11.10.2013, 11:39
k thankz savagebeard, ill check it out some time
Aneurysm
11.10.2013, 11:55
Ok I had a look at your map as well. I think SB is pretty spot on with his comments. I would just bring a few more issues to light that I think deserve attention.

1. There is a direct line of sight from the human mains area to both forward mines on the map which means post ballista, beasts are going to find it very difficult to hold a forward/staging position on the map.

Aneurysm
11.10.2013, 11:55
2. Because of point 1. this is naturally going to lead beasts towards a rush strategy, so you are likely going to see on this map in its current state a very early attempt at sac rushing, and if that fails, then the beast teams forwards will go down at the first sign of seige; followed by beast getting crushed over time with superior pushing strength.
3. I think 6 mines on a map of this size is excessive. Perhaps you can remove one and have teams fight to control a middle mine?
Aneurysm
11.10.2013, 11:55
4. The variation in your map heights at times is too much. Sections like the beasts stone/monkit pit is directly in front of the lair and yet it is 250 units lower, on the human side, it is only 200 units. Not sure if you are intentionally disadvantaging beast in this situation?
5. The impassible areas of your map are all essentially the same height. Coupled with tight walkable routes, it can make your map feel claustraphobic, try and think of some ways in which you can break up the views/lines of sight in your map to make it more interesting. There are lots of objects that can be used to block access just as well as mountainous terrain.

Sorry about triple post...silly word limit
salty_dog
14.10.2013, 07:09
need more time to finish checking. agree on aneurysms 3 point. Beast have I think too much control with six mines I see humans getting pinned down. If beast get ne and sw mines. I think the most key area for both teams would be the flat area outside beast lair. Maybe think about moving a mine there and getting rid of one of the outer mines.
LazyFly
15.10.2013, 03:36
i was srsly thinkin of that too :D
im a little busy atm, but ill change it sooner or later
SavageBeard
16.10.2013, 10:29
Online'd after fixing some stuff, nice map.

Pages: [1] [2]

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