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New Era of Mapmaking

Blogs > Barrin
Post a Reply
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-20 19:56:16
March 20 2012 19:29 GMT
#1
--- Nuked ---

****
Kmatt
Profile Joined July 2011
United States1019 Posts
March 20 2012 19:35 GMT
#2
I really like the way Devolution turned out; it seems like most maps anymore have basically a set path of expanding that you're pigeon-holed into, the variety of options the 6m bases offer look to make for more interesting games.
We CAN have nice things
zhurai
Profile Blog Joined September 2010
United States5660 Posts
March 20 2012 19:36 GMT
#3
maybe decreasing max minerals in the mineral patches (on some bases?) to force players to expand more too? :s
Twitter: @zhurai | Site: http://zhurai.com
y0su
Profile Blog Joined September 2011
Finland7871 Posts
March 20 2012 19:42 GMT
#4
I've been playing 6m devolution and enjoying it!

I think a big problem with map making is that you not only have to fight against ladder (map pool fully controlled by blizzard - starting to use more and more custom maps) AND the horrible custom game interface.
tofucake
Profile Blog Joined October 2009
Hyrule19249 Posts
Last Edited: 2012-03-20 20:07:02
March 20 2012 19:50 GMT
#5
Devolution looks cool, and I'm going to call the fewer-resources-per-base idea Ferby. I do like the idea more more patches but fewer minerals. Would make people mine out faster and force them to expand more. Specifically, with fewer patches saturation is reached sooner, which means more money put toward armies, which would increase the rate at which deathballs accrue, no? But with more patches, more workers are needed for saturation, making every army unit more important which promotes more micro than current 1a, maybe box split against blings.
Liquipediaasante sana squash banana
Druuseph
Profile Joined January 2012
United States6 Posts
Last Edited: 2012-03-20 22:38:36
March 20 2012 21:04 GMT
#6
On March 21 2012 04:50 tofucake wrote:
Specifically, with fewer patches saturation is reached sooner, which means more money put toward armies, which would increase the rate at which deathballs accrue, no?


I don't think this will be the case because you also have to figure that there will be less money coming in per base so production is going to be less and thus the value of individual units increases. I think the reason we see so much deathball play is because armies get so large so quickly that there is no reason to try to inflict army damage early; If you aren't going to be able to hit his economy at all there's very seldom any point in engaging. In general naturals are fairly well defended so by the time you have a window to inflict some economic damage it's when the third is appearing and by that point it's not unreasonable to expect him to have ~120 supply. Once you get to these numbers you're already in 1-a territory because sectioning off your army too much will get you absolutely rolled if the bulk of your army gets caught flatfooted and thus the value of units is already so low that microing them isn't going to benefit you.

What I think 6m maps will introduce is more incentive to position more aggressively forward early on. The reason I say this is because expansions are going to be going down at lower supplies just based on the lack of resources coming in. If you can catch an expansion attempt and prevent it you will be hurting them more than you are currently because every extra worker they've made to maynard over later is worth even less than if there are 8 patches and you might be more easily able to snowball this into a win earlier. I think a result of this will be players seeking early army engagements focusing on unit trading which reduces the ability of each player to deny each other's thirds by increasing defender's advantage. These engagements are also more likely to be farther from resources which opens up new possibilities for mapmakers in regard to tower placements and terrain configurations.

As a side point I also think that things like 2-base all-ins from Protoss will have less of a window to exploit because 1.) there's more of a chance to lose units earlier and 2.) lesser income means less sustainability. By putting them on such a clock I think you actively discourage this kind of play from being a staple of play and more the Bo5 build they really should be.
www.twitch.tv/Druuseph NA Low Masters Terran
tofucake
Profile Blog Joined October 2009
Hyrule19249 Posts
March 20 2012 22:57 GMT
#7
My reasoning is that players will be worker heavy early game to reach saturation, so if someone goes for early aggression they can either win or lose based on how it's defended, much like BW. By the same token, expansions will need to go down earlier than 8m2g because of reduced total mineral count (and mining out sooner).

I'd like to see some maps try 10m1hyg or something, with 25% or so reduced mineral amount per stack.
Liquipediaasante sana squash banana
zhurai
Profile Blog Joined September 2010
United States5660 Posts
March 20 2012 22:59 GMT
#8
On March 21 2012 04:50 tofucake wrote:
Devolution looks cool, and I'm going to call the fewer-resources-per-base idea Ferby. I do like the idea more more patches but fewer minerals.

you mean my idea? o.O

(who's Ferby wut)
Twitter: @zhurai | Site: http://zhurai.com
tofucake
Profile Blog Joined October 2009
Hyrule19249 Posts
March 21 2012 02:24 GMT
#9
Ferby is what I call FRPB because it kinda sounds like Ferby if you just SAY IT. And more than just your idea (decrease amounts in stacks), but also add more stacks so that players need more workers to saturate.
Liquipediaasante sana squash banana
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
March 21 2012 03:07 GMT
#10
On March 21 2012 07:57 tofucake wrote:
My reasoning is that players will be worker heavy early game to reach saturation, so if someone goes for early aggression they can either win or lose based on how it's defended, much like BW. By the same token, expansions will need to go down earlier than 8m2g because of reduced total mineral count (and mining out sooner).

I'd like to see some maps try 10m1hyg or something, with 25% or so reduced mineral amount per stack.


Nope, that actually makes the game more allin based. Plus, mineral heavy = really bad. Units already cost too much gas.
Statists gonna State.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 21 2012 19:30 GMT
#11
--- Nuked ---
tofucake
Profile Blog Joined October 2009
Hyrule19249 Posts
March 21 2012 19:36 GMT
#12
I think it's obvious...
Liquipediaasante sana squash banana
a176
Profile Blog Joined August 2009
Canada6688 Posts
March 21 2012 19:38 GMT
#13
i have to say,

reduced minerals/increased bases would help me particularly well with my map designs ...
starleague forever
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 21 2012 19:52 GMT
#14
--- Nuked ---
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