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
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)
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)
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
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
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
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)
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 ^^
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)
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.
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
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
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.
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.
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
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
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.