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Active: 1778 users

[Map] Phaeton

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2009-08-27 12:16:18
August 26 2009 09:12 GMT
#1
A Starcraft 2 map crossover (from Blizzcon) (I don't know map, it seemed like it read 'Phaeton' so.. yeah lol)

On August 26 2009 19:07 konadora wrote:
Btw take note that this was a 2v2 map during Blizzcon


Being originally a 2v2 map, the balance issue will definitely be different. Consider that this was actually meant to be a 2v2 map before commenting!

Basically a remake of this map:


Phaeton 1.2
[image loading]


Changes from previous version:
- Main and Nat mineral-area slightly widened to allow more building space (defense near mineral lines)
- Fixed 11 o clock backdoor ramp position
- Added a slope near nat
- Tightened main ramp
- Ramp now wallable with 1 rax 1 depot (but still not ling-proof)

+ Show Spoiler [Version 1.0] +
Phaeton 1.0
[image loading]


Resources:
Main: 10M1G
Nat: 6M1G
Expo: 5M1G
12/6 expo: 10M2G

Features:
- Main wallable (but not zergling proof) with 2 supply depot and 1 rax. Impossible to wall with 1 rax 1 depot.
- Middle forest area gives blind vision - you have to get across the forest into the open area to have vision
- 5x stacked Xel'Naga temples that when destroyed (both you and the other side), will open up a much shorter path between mains
- Watch-tower attempt at 12 and 6 near center of map. Get on top of platform for higher ground vision.
- 12 and 6 o'clock semi-island expos cannot be fast-expanded by Terran (cannot build CC and lift into the expansion)


Download link:
Version 1.0: http://www.mediafire.com/?iwynczdoyau
Version 1.2: http://www.mediafire.com/?hhmmhdmodzj
POGGERS
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
August 26 2009 09:21 GMT
#2
Does jungle give bonuses from being behind a doodad or on high ground?
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
August 26 2009 09:22 GMT
#3
You can pass through the middle, right?
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 09:22 GMT
#4
iirc there is some
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 09:23 GMT
#5
On August 26 2009 18:22 Mortician wrote:
You can pass through the middle, right?

yes of course lol
POGGERS
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
August 26 2009 09:25 GMT
#6
protoss and terran can build a plyon or depot and squeeze worker into semi,islandexpo?

by unfinish a depot and trick scv or plyon push?
Trust 神教教主 FlaSh | Believe 火心 EffOrt
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
August 26 2009 09:27 GMT
#7
The ramp to the main is kinda wide, all-in-speedling should be fun
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 09:29 GMT
#8
On August 26 2009 18:27 Mortician wrote:
The ramp to the main is kinda wide, all-in-speedling should be fun

I decided to use a slightly wider ramp first (gonna play a few games later on this map, post here if u wanna play, especially 2v2s) but if there is a balance issue I'll readjust it to the standard ramp size
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 09:32 GMT
#9
On August 26 2009 18:25 AlwaysGG wrote:
protoss and terran can build a plyon or depot and squeeze worker into semi,islandexpo?

by unfinish a depot and trick scv or plyon push?

haven't tried yet but i don't think it'll be so easy

in fact i think it'll be super hard
POGGERS
maybenexttime
Profile Blog Joined November 2006
Poland5741 Posts
August 26 2009 09:59 GMT
#10
It looks like you can land the CC on the other side and produce an SCV to mine the patch. Is that the case? ;p
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
August 26 2009 10:02 GMT
#11
On August 26 2009 18:32 konadora wrote:
Show nested quote +
On August 26 2009 18:25 AlwaysGG wrote:
protoss and terran can build a plyon or depot and squeeze worker into semi,islandexpo?

by unfinish a depot and trick scv or plyon push?

haven't tried yet but i don't think it'll be so easy

in fact i think it'll be super hard


i just tried to squeeze with probe + pylon
iMPSSOBBILE
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
Last Edited: 2009-08-26 10:04:03
August 26 2009 10:03 GMT
#12
On August 26 2009 18:59 maybenexttime wrote:
It looks like you can land the CC on the other side and produce an SCV to mine the patch. Is that the case? ;p


Nope, there are invisible obstacles

About glitching probes/SCVs, there is no fucking way to do it with protoss. You can do it with terran, but it is very luck based, you need your SCV to be in a exact spot in order to jump over. I managed to pull if off a few times, but I dont think it is worth it, there will be a lot of minerals wasted
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
blue_arrow
Profile Blog Joined July 2008
1971 Posts
Last Edited: 2009-08-26 10:06:29
August 26 2009 10:04 GMT
#13
hmm, i'd imagine it'd be hard for non-carrier pvt builds if both spawned at top or bottom
terran could turtle up his three bases with relative ease whilst slowly pushing into your main through the 6 or 12oc expos with the p unable to break the push b/c of ramps and a fairly narrow corridor

in fact i'd expect 90% of pvts on this map to use carrier builds
| MLIA | the weather sucks dick here
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 10:07 GMT
#14
Btw take note that this was a 2v2 map during Blizzcon
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2009-08-26 10:09:08
August 26 2009 10:08 GMT
#15
POGGERS
blue_arrow
Profile Blog Joined July 2008
1971 Posts
August 26 2009 10:09 GMT
#16
On August 26 2009 19:07 konadora wrote:
Btw take note that this was a 2v2 map during Blizzcon


ohh, well that explains alot
| MLIA | the weather sucks dick here
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
August 26 2009 11:27 GMT
#17
PvZ cries for justice.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
stanley_
Profile Blog Joined December 2007
United States816 Posts
August 26 2009 11:37 GMT
#18
eheh i can already see the awesome guardian action from the corners of the map.
hoorah
Piste
Profile Blog Joined July 2006
6181 Posts
August 26 2009 11:44 GMT
#19
I don't think toss can win vs zerg on this map

But yeah maybe this is more suitable for 2v2..
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
August 26 2009 11:56 GMT
#20
looks really good
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 12:39 GMT
#21
Mech is strong
Protoss can FE but it's risky
Zerg overall quite strong
POGGERS
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
Last Edited: 2009-08-26 14:01:51
August 26 2009 14:00 GMT
#22
There is no way to block the ramp and the choke at the natural is quite wide so 9 pool with gas versus everything should be pretty damn strong, especially if you and your opponent spawn on the same side (east or west)
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
sixghost
Profile Blog Joined November 2007
United States2096 Posts
August 26 2009 14:05 GMT
#23
Reminds me of Gaia. ZvT and PvT seem impossible if you spawn vertical.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Misrah
Profile Blog Joined February 2008
United States1695 Posts
August 26 2009 14:37 GMT
#24
for some reason i really like the way that this maps looks. It looks like a lot of fun to play. Personally i love the tree mechanic and the vision mechanic that this map seems to offer. And because i player zerg, the apparent zerg > all trend is fine with me ^^
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
Last Edited: 2009-08-26 14:44:43
August 26 2009 14:40 GMT
#25
On August 25 2009 18:33 Alur wrote:
You're making a remake of it as a BW map aren't you?


Saw it coming!
Good job on the map though.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
August 26 2009 14:46 GMT
#26
looks awesome, thanks
In the woods, there lurks..
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 14:53 GMT
#27
Looks like the only issue is the wide ramps? I admit that as a Z, I had a much easier time because of the ramp.
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
August 26 2009 15:01 GMT
#28
Have you thought of getting a lower layer of terrain so you could put a ramp out of the nat as well?

As for the watchtowers, they don't really offer that much of vision, perhaps include triggers to make them work in UMS?
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 15:05 GMT
#29
On August 27 2009 00:01 Nikoner wrote:
Have you thought of getting a lower layer of terrain so you could put a ramp out of the nat as well?

As for the watchtowers, they don't really offer that much of vision, perhaps include triggers to make them work in UMS?

That's why I tried making the map using other tilesets (twilight and jungle) but it was rather impossible to make the reverse ramps, as well as a few other issues.

Yeah I'm considering implementing that feature, making this a UMS-map (if you want the watchtower feature)
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2009-08-26 15:21:06
August 26 2009 15:12 GMT
#30
Not being able to add a second ramp is a bummer, but that's because of how SC2 has advanced I guess. Since it's not possible to make a full conversion in melee, UMS is something that should be considered IMO Entirely up to you tho.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
August 26 2009 15:33 GMT
#31
On August 26 2009 23:53 konadora wrote:
Looks like the only issue is the wide ramps? I admit that as a Z, I had a much easier time because of the ramp.


Either that or make the choke at the natural smaller
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 15:41 GMT
#32
Hmm the trigger seems a bit hard

Players:
All Players

Conditions:
Current Player brings at least 1 [any unit] to 'Location 0'.

Actions:
Give All Map Revealer owned by Neutral at 'Location 1' to Current Player.
Preserve trigger.

And the reverse for removing vision

But doesn't seem to work =/
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2009-08-26 15:51:55
August 26 2009 15:47 GMT
#33
Edit: Nevermind, didn't work either.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 15:52 GMT
#34
doesnt work
POGGERS
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
August 26 2009 15:57 GMT
#35
That map looks horribly unbalanced. Easy 3rd expo for Terran, difficult micro for Zerg due to obstacles in middle
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
GoSu
Profile Blog Joined June 2009
Korea (South)1773 Posts
August 26 2009 16:01 GMT
#36
yeah the map is good.
#1 olleh KT 팬 http://sports.kt.com/ | #1 김택용 선수 팬 | 좋은 선수: 송병구, 이제동, 도제욱, 정명훈, 이성은 | KeSPA 한국 e-Sports 협회
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 16:05 GMT
#37
On August 27 2009 00:57 AzureEye wrote:
That map looks horribly unbalanced. Easy 3rd expo for Terran, difficult micro for Zerg due to obstacles in middle

On August 26 2009 19:07 konadora wrote:
Btw take note that this was a 2v2 map during Blizzcon

POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
August 26 2009 16:17 GMT
#38
Got it to work, want me to PM you the triggers or should I just post them here?
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 16:31 GMT
#39
Just post lol
POGGERS
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2009-08-26 16:58:03
August 26 2009 16:45 GMT
#40
OK, but it's really rough and possibly can be improved. It requires you to draw some additional zones around the watchtower that box. All trigers are for all players.

Conditions:
Always

Actions:
Set "Switch 1"
---
Conditions:
Current player brings at least 1 [Any unit] to Location 1.
Current player commands the most [Any unit] at Location 1.
"Switch 1" is set.

Actions:
Give all Map Revealer owned by Neutral at Location 255 to Current Player.
Clear "Switch 1"
Set "Switch 2"
Preserve trigger.
---
Conditions:
Current player brings at least 1 [Any unit] to Location 2. {ie, right outside the watchtower thingy}
"Switch 2" is set.

Actions:
Give all Map Revealer owned by Current Player at Location 255 to Neutral.
Clear "Switch 2"
Set "Switch 1"
Preserve trigger.

Should allow for players to "steal" control from their opponent if they bring more units as well - not sure if that's how the watchtowers work in SC2 tho. You may also need multiple copies of some of the triggers.

Edit: Oops, sorry.
Edit edit: I am an idiot. Should work now.
MrHoon *
Profile Blog Joined April 2008
10183 Posts
August 26 2009 16:55 GMT
#41
very well made map, I love it!
dats racist
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 26 2009 16:57 GMT
#42
Wait what's location 255?
POGGERS
MrHoon *
Profile Blog Joined April 2008
10183 Posts
August 26 2009 17:00 GMT
#43
On August 27 2009 01:57 konadora wrote:
Wait what's location 255?

he just said 255 just as a variable.

But, 255 would be the location of where the original SC2 Watchtowers would be placed
dats racist
Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
August 26 2009 17:10 GMT
#44
Made some edits to the triggers because I forgot to add some parts of them at first. And uh, maybe make the watchtower location interact only with ground units, that way you can place only one extra location right in front of it.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 27 2009 00:37 GMT
#45
Doesnt seem to work for me o_O

Forces: All Players amirite
POGGERS
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
August 27 2009 03:44 GMT
#46
what a BC friendly map o_O
Nada's body is South Korea's greatest weapon.
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
August 27 2009 04:06 GMT
#47
The one in the vid had a ramp into a ramp. I guess you can't do it in bw but surely you can do something similar.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
GhostKorean
Profile Blog Joined November 2008
United States2330 Posts
August 27 2009 05:04 GMT
#48
Ohhh my god horizontal bases PvT looks absolutely IMPOSSIBLE! Definitely not for 1v1... I thought 2v2 maps had double gases in their mains to make one base play not suck so much

This map is super terran imba lol
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2009-08-27 06:21:59
August 27 2009 06:19 GMT
#49
On August 27 2009 14:04 GhostKorean wrote:
Ohhh my god horizontal bases PvT looks absolutely IMPOSSIBLE! Definitely not for 1v1... I thought 2v2 maps had double gases in their mains to make one base play not suck so much

This map is super terran imba lol


Hwangsanbul and Iron Curtain?
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 27 2009 06:22 GMT
#50
On August 27 2009 13:06 MuffinDude wrote:
The one in the vid had a ramp into a ramp. I guess you can't do it in bw but surely you can do something similar.

I'll see what I can do
POGGERS
GTR
Profile Blog Joined September 2004
51520 Posts
August 27 2009 06:25 GMT
#51
High Ground -> Mid Ground -> Low Ground
Commentator
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 27 2009 06:29 GMT
#52
there's no low ground terrain in Badlands

unless you're talking about setting the value to such
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 27 2009 06:56 GMT
#53
Updated to 1.2
POGGERS
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