Changes from previous version: - Slightly changed main mineral layout at 11 and 5 main - Added some water terrain for easier wall-in at 4 and 10 position mains
Map Descriptions: Main: 9M1G Expo: 7M1G Corner expos: 14M2G (1250 minerals, 5000 gas, 7 patches stacked twice) Center expos: 4M1G (1000 minerals, 3000 gas) 3 twice-stacked Xel'Naga temples that, when destroyed, opens up a much shorter path.
I tried to keep the map design as close as possible to its WC3 counter-part, but it's not as easily as I thought (mainly because of close base design in center of map -> siege tanks imba)
The number 1 characteristic of Turtle Rock in wc3, in my opinion, is that your opponent may have the closer or the further spawn, which strongly influences your own strategy.
On a more serious note, from an aesthetics standpoint, I kinda dislike the flatness and the pointy ramps Otherwise, this is excellent. It looks like TvT and TvP would be really interesting.
On August 18 2009 11:53 illu wrote: The number 1 characteristic of Turtle Rock in wc3, in my opinion, is that your opponent may have the closer or the further spawn, which strongly influences your own strategy.
Nice recreation, I like the way it looks personally.
As for balance wise(if you care, maybe you just made this for fun), it looks like a Zerg map because of the close 3rd which is easy to protect, the fact that it has TWO gases at it, and the fact that every other expansion has at least one gas as well.
I would expect to see Zerg having an easy time maintaining hive tech and other expoes because of how easy it is to turtle with 4 gas. Also, there is plenty of locations to flank from for a ZvT.
Just my opinion though. TvP/PvT and mirror matches look like they would be really fun.
I can't express how good it is that you've removed the deathtrap holes.
How easily can a terran wall his main? The choke between 3 and 4 o'clock seems rather bad for that, and the choke in front of the expo is rather far from the main, if that makes sense to you.
On August 18 2009 13:42 Nikoner wrote: I can't express how good it is that you've removed the deathtrap holes.
How easily can a terran wall his main? The choke between 3 and 4 o'clock seems rather bad for that, and the choke in front of the expo is rather far from the main, if that makes sense to you.
Mm I get what you mean. I tested and updated the map accordingly
On August 18 2009 18:57 Ota Solgryn wrote: Is this map still played in war3? Pretty old map. I remember i was played when I played war3, many years ago.
It's still around afaik.
About your recreation konadora, one thing of the original I am missing: That you have basically two equidistant paths between the main bases in one corner, one through the middle and one through the waters - that makes for some nice chase-arounds with close positions.
I think the gas at the bottom spawns need to be changed so that it is on the opposite side of the temples. Like the 9.00 and 11.00 positions. Other than that I don't see any problems with it balance wise. Although I do think that the double gas can be a little favorable for zergs.
On August 18 2009 18:57 Ota Solgryn wrote: Is this map still played in war3? Pretty old map. I remember i was played when I played war3, many years ago.
It's still around afaik.
About your recreation konadora, one thing of the original I am missing: That you have basically two equidistant paths between the main bases in one corner, one through the middle and one through the waters - that makes for some nice chase-arounds with close positions.
I wanted to implement that too but seeing how there isn't a walkable water terrain, I decided not to add it in.
Oh and updated to version 1.4 for better balancing.
On August 18 2009 11:50 ArvickHero wrote: I was expecting to find a map that was extremely friendly to 2-base carrier..
Oh dear god
Btw Kona, map is very aesthetically pleasing, I think you did a great job capturing the look. May not say much about balance, but still... very nice.
It is aesthetically pleasing, actually seems very fun to tvp on if your terran and you start clockwise your opponent (and right next to him) just go for the heart of his base
Zergs are gonna love ZvT with that double gas third. No need to attempt to take map control with lair tech units before heading to defiler tech. Whereas they're gonna hate it ZvP when the P breaks out the big glowing death blobs.
On August 18 2009 22:43 Kwark wrote: Zergs are gonna love ZvT with that double gas third. No need to attempt to take map control with lair tech units before heading to defiler tech. Whereas they're gonna hate it ZvP when the P breaks out the big glowing death blobs.
I would've expected this to be a 3player map, since the original Turtle Rock was 6, and you could easily combine two mains into a main-nat formation for greater fidelity. But still, it's quite a good port.
Also if I'm wrong about the 6 player original (it's been a long time since I played war3 ladder >.>) then ignore the above.
On August 19 2009 01:36 Crahptacular wrote: I would've expected this to be a 3player map, since the original Turtle Rock was 6, and you could easily combine two mains into a main-nat formation for greater fidelity. But still, it's quite a good port.
Also if I'm wrong about the 6 player original (it's been a long time since I played war3 ladder >.>) then ignore the above.
The map looks super. U did really deserves respect. On the Map could be problems in Matchups with Terrans. The Tanks would be on the map quite imba. They reach almost everything on the map. As an example: half of the Natural of the enemy and Choke between the main and the natural, and a part of the main and all this from safe distance and without Sight-increasing by building or Air Units
On August 18 2009 11:50 ArvickHero wrote: I was expecting to find a map that was extremely friendly to 2-base carrier..
Oh dear god
Btw Kona, map is very aesthetically pleasing, I think you did a great job capturing the look. May not say much about balance, but still... very nice.
It is aesthetically pleasing, actually seems very fun to tvp on if your terran and you start clockwise your opponent (and right next to him) just go for the heart of his base
In that case, Toss would have to play it like 12v3 PvT on LT, which honestly, once toss gets away from Terran, can be hard to stop.
On August 19 2009 01:36 Crahptacular wrote: I would've expected this to be a 3player map, since the original Turtle Rock was 6, and you could easily combine two mains into a main-nat formation for greater fidelity. But still, it's quite a good port.
Also if I'm wrong about the 6 player original (it's been a long time since I played war3 ladder >.>) then ignore the above.
Original Turtle Rock is FOUR.
are you serious? i was certain there were six bases in a star around the middle. x.x oh well, my bad.
On August 19 2009 01:36 Crahptacular wrote: I would've expected this to be a 3player map, since the original Turtle Rock was 6, and you could easily combine two mains into a main-nat formation for greater fidelity. But still, it's quite a good port.
Also if I'm wrong about the 6 player original (it's been a long time since I played war3 ladder >.>) then ignore the above.
Original Turtle Rock is FOUR.
are you serious? i was certain there were six bases in a star around the middle. x.x oh well, my bad.
Turtle Rock is a 4 player map with 2 non-starting location expos.
To my recollection however it was never used on Team ladders, only 1v1 (unlike its popular counterpart Twisted Meadows).