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[Map] Northern Cross

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
Last Edited: 2009-09-10 16:03:16
September 08 2009 19:35 GMT
#1
Northern Cross 1.4

[image loading]


Changes:
- Made top right/btm left mains slightly bigger
- Shifted mineral-only placement for better main space management

+ Show Spoiler [Version 1.3] +
Northern Cross 1.3

[image loading]


Changes:
- Fixed top right/btm left gas bug (cannot build)
- Slightly changed 4 o'clock starting mineral/gas layout

+ Show Spoiler [Version 1.2] +
Northern Cross 1.2

[image loading]


Changes:
- Made mid smaller
- Made mineral-nat bigger
- Removed temples at mid
- Changed unbuildable terrain color at mid

+ Show Spoiler [Version 1.1] +
Northern Cross 1.1

[image loading]


Changes:
- Added more space at mineral-only nat for buildings

+ Show Spoiler [Version 1.0] +
Northern Cross 1.0
[image loading]


Details:
Map Size: 128 x 128
Terrain: Jungle
Players: 4

Concept:
- A small-main 4 player map that will feature lots of outer battles, possibly similar to Outsider but more frequent
- Similar to Return of the King, but mineral-only nat is on high ground, making contains less deadly and easy to defend

Features:
- Small main
- All gas nats are around the outside of the map
- Destroyable Psi Disruptors that can open up another route to high ground in middle of map
- 15 stacked Psi Disruptors that can be destroyed that mine from another geyser at the corner expansions
- 1000 gas at your side of the mineral wall, 3000 on the other side
- Almost the entire center of map (high ground) is unbuildable
- 8 stacked minerals (shown as 4 on picture) at mineral-only expansion
- Main can be wallable from outside with just 1 rax (but unable to mine from mineral-only expo)

Resources:
Main - 8M1G (1500 minerals, 5000 gas)
Mineral-only nat - 8M (749 minerals)(4 patches stacked twice)
Mineral-wall expos - 8M2G (749 minerals, 1 patch worth 499)(geyser closer to main worth 1000 gas, geyser on opposite side worth 3000 gas)
Corner expos - 9M2G (1500 minerals, 3000 gas)(15 stacked Psi Disruptors must be destroyed to mine from one of the geysers)

Maker's woes:
- Finding it a problem for rallying lots of units to center of map from the outside. Widening main-to-outside ramp may screw up balance.
- Main is a bit too small

Download links:
Version 1.0
Version 1.1
Version 1.2
Version 1.3
Version 1.4
POGGERS
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 08 2009 19:42 GMT
#2
This map is very interesting, little bit of an outsider effect. Looks a bit awkward idk (with the low gorund)

bottom rights base, gas is close to the inside, any ranged unit could kill that imo.
Hwaseung Oz fan for life. Swing out, always swing out.
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
September 08 2009 19:43 GMT
#3
Nice concept but I wouldn't know where to put my stuff lol.
www.brainyweb.ca //web stuff!
Pseudo_Utopia
Profile Blog Joined December 2002
Canada827 Posts
September 08 2009 19:45 GMT
#4
Yeah my first thought was "wow the mains are so small". This may make it slightly zerg-favored (?) since they need less space for buildings.
Retired SchiSm[LighT]
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 08 2009 19:46 GMT
#5
On September 09 2009 04:43 alexpnd wrote:
Nice concept but I wouldn't know where to put my stuff lol.

yeah that's the problem i'm kinda facing atm, thinking of widening the mineral-only nat area so that there'll be more space to build
POGGERS
404.Delirium
Profile Joined May 2008
United States1190 Posts
September 08 2009 19:54 GMT
#6
Building placement would be similar to Plasma, right? You'd have to build down ramps. Either on those inside low-ground pockets or on the outside low-ground ring.
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 08 2009 19:56 GMT
#7
Okay slightly widened the nat area
POGGERS
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 08 2009 20:04 GMT
#8
What about 4ish/5ish gas?

i think that could be a problem.
Hwaseung Oz fan for life. Swing out, always swing out.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
Last Edited: 2009-09-08 20:06:45
September 08 2009 20:06 GMT
#9
On September 09 2009 05:04 StorrZerg wrote:
What about 4ish/5ish gas?

i think that could be a problem.

what 4-ish/5-ish?

1st gas - main
2nd gas - near mineral wall (or corner expo)
3rd gas - corner expo (or near mineral wall)
4th gas - other mineral wal gas
5th gas - destroy 15 buildings or expand elsewhere

or you mean, as in, it may cause imbalance or smth?
POGGERS
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
September 08 2009 20:07 GMT
#10
Very sexy concept but the mains needs to be bigger, i refuse to build outside
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 08 2009 20:10 GMT
#11
Maybe mid is a tad too large :p
POGGERS
Neivler
Profile Blog Joined November 2008
Norway911 Posts
September 08 2009 20:13 GMT
#12
It could be cool if u rewerted it. So the main base is on low ground and nat is on high, simmilar to Byzantium.
I pwn noobs
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 08 2009 20:20 GMT
#13
Great concept. Might have a bit more trouble PvT than in outsider since the Terran can grab 3 easy bases, then a fourth if they defend it properly. The distances between the Protoss and Terran is short too since a 200/200 Terran could probably shoot down the psi disrupters pretty quickly.
Middle is fine imo. Maybe a bit too tight.
This is great, improve deco a bit though. I'll try to think of more comments to help improve this.
404.Delirium
Profile Joined May 2008
United States1190 Posts
September 08 2009 20:40 GMT
#14
On September 09 2009 05:20 neobowman wrote:
Great concept. Might have a bit more trouble PvT than in outsider since the Terran can grab 3 easy bases, then a fourth if they defend it properly. The distances between the Protoss and Terran is short too since a 200/200 Terran could probably shoot down the psi disrupters pretty quickly.
Middle is fine imo. Maybe a bit too tight.
This is great, improve deco a bit though. I'll try to think of more comments to help improve this.


I thought that too, but then looking over it, fast carriers look incredibly powerful.
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
crate
Profile Blog Joined May 2009
United States2474 Posts
September 08 2009 20:57 GMT
#15
On September 09 2009 05:06 konadora wrote:
Show nested quote +
On September 09 2009 05:04 StorrZerg wrote:
What about 4ish/5ish gas?

i think that could be a problem.

what 4-ish/5-ish?

I think StorrZerg is talking about the gas at the bottom-right main; it's much closer to the inside of the map than the other mains' gases (might be siege-able from the cliffs to the north of it).
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
September 08 2009 20:57 GMT
#16
What are you, a zerg player? I'd never ever play this map as terran. Every single "feature" is balanced against terran in one or more matchups.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 08 2009 20:59 GMT
#17
On September 09 2009 05:57 crate wrote:
Show nested quote +
On September 09 2009 05:06 konadora wrote:
On September 09 2009 05:04 StorrZerg wrote:
What about 4ish/5ish gas?

i think that could be a problem.

what 4-ish/5-ish?

I think StorrZerg is talking about the gas at the bottom-right main; it's much closer to the inside of the map than the other mains' gases (might be siege-able from the cliffs to the north of it).

oh.. hmm but then, I'll have to place at some other position which will cause mining inefficiency as compared to other 3 positions

updated to 1.2 btw
POGGERS
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
September 08 2009 21:07 GMT
#18
Shit kona, you produce a map I actually find mildly interesting! :o (dw, I'm a huge sceptic) Play some games when I wake up?
Moderator@TLPholon // "I need a third hand to facepalm right now"
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
Last Edited: 2009-09-08 21:31:19
September 08 2009 21:08 GMT
#19
what time will you wake up?

(in KST)

pm me @ konata.izumi on iccup for game
POGGERS
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
September 08 2009 22:35 GMT
#20
16:00 ish?
Moderator@TLPholon // "I need a third hand to facepalm right now"
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 08 2009 22:40 GMT
#21
On September 09 2009 05:59 konadora wrote:
Show nested quote +
On September 09 2009 05:57 crate wrote:
On September 09 2009 05:06 konadora wrote:
On September 09 2009 05:04 StorrZerg wrote:
What about 4ish/5ish gas?

i think that could be a problem.

what 4-ish/5-ish?

I think StorrZerg is talking about the gas at the bottom-right main; it's much closer to the inside of the map than the other mains' gases (might be siege-able from the cliffs to the north of it).

oh.. hmm but then, I'll have to place at some other position which will cause mining inefficiency as compared to other 3 positions

updated to 1.2 btw


yeah that's what i was talking about.
I know its a problem with positioning, but anything ranged could take that out fairly easy, lurks tanks marines hydras ect ect
Hwaseung Oz fan for life. Swing out, always swing out.
illu
Profile Blog Joined December 2008
Canada2531 Posts
September 08 2009 22:48 GMT
#22
Macross Frontier much?

:]
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 08 2009 23:07 GMT
#23
On September 09 2009 05:40 404.Delirium wrote:
Show nested quote +
On September 09 2009 05:20 neobowman wrote:
Great concept. Might have a bit more trouble PvT than in outsider since the Terran can grab 3 easy bases, then a fourth if they defend it properly. The distances between the Protoss and Terran is short too since a 200/200 Terran could probably shoot down the psi disrupters pretty quickly.
Middle is fine imo. Maybe a bit too tight.
This is great, improve deco a bit though. I'll try to think of more comments to help improve this.


I thought that too, but then looking over it, fast carriers look incredibly powerful.

Carriers wouldn't be too good since if a Terran scans it once, a quick timing push with the forces they have would finish off the Protoss pretty quickly since the distances are short.

If you put buildings at the bottem right in the lowground, pathing will be hell since rallied units will have to pass through either the gas or the mineral line.

Still looking over it some more.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 09 2009 04:06 GMT
#24
If you put buildings at the bottem right in the lowground, pathing will be hell since rallied units will have to pass through either the gas or the mineral line.


I think there's space above the gas.. or you talking about the main gas?
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 04:11 GMT
#25
Yeah, the main gas. Othello pathing is generally considered poor since units often pass through the natural's mineral line. Gas line isn't as bad but still really annoying.
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
September 09 2009 04:13 GMT
#26
This map looks AWESOME. You should try to get ICCup to put it in there mappack with maybe a 150% thing like PGT had :D at first look I thought it would be too much to defend with the multiple ramps and everything, then I realized the ramp near your minerals are pretty much the only entrance to your base. This map has potential to be late game crazy after minerals are mined out, but seems like proxying would also be very strong.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
September 09 2009 04:14 GMT
#27
had me scared for a bit, thought this was a real pro map.

where exactly do people build or do anything on this map. seems pretty bland strategy wise
With a gust of wind, perhaps.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 04:20 GMT
#28
Great map and all but having it an iccup map is kind of a stretch. Not really close to a pro map. Then again, seeing the new beta pro maps......
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 09 2009 04:31 GMT
#29
anyone wanna try playing? konata.izumi on iccup
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 09 2009 04:32 GMT
#30
On September 09 2009 13:13 RebirthOfLeGenD wrote:
This map looks AWESOME. You should try to get ICCup to put it in there mappack with maybe a 150% thing like PGT had :D at first look I thought it would be too much to defend with the multiple ramps and everything, then I realized the ramp near your minerals are pretty much the only entrance to your base. This map has potential to be late game crazy after minerals are mined out, but seems like proxying would also be very strong.

eh mid is mainly unbuildable, so proxy will be very luck-dependant
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 09 2009 05:11 GMT
#31
Found a small bug, changed 4 starting too
POGGERS
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
September 09 2009 05:24 GMT
#32
On September 09 2009 13:31 konadora wrote:
anyone wanna try playing? konata.izumi on iccup

Looks interesting. I'm up for some.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
Shadeye
Profile Joined March 2009
Australia75 Posts
September 09 2009 05:42 GMT
#33
looks interesting, I like the look
Go Hyuk, Luxury and F91
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
September 09 2009 06:02 GMT
#34
You cannot 2 hatch here, which is sad, I just got the hang of 2 hatch muta :/
"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
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 12:16 GMT
#35
On September 09 2009 15:02 Mortician wrote:
You cannot 2 hatch here, which is sad, I just got the hang of 2 hatch muta :/


That's the biggest problem for maps with a forward mineral only natural. 2 hatch builds aren't effective since you can't defend the expansion you take and the main. You can defend from one point here but marines will still annoy the mineral line to no end if you do a 2 hatch.

Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 09 2009 12:23 GMT
#36
On September 09 2009 21:16 neobowman wrote:
Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.

what do you mean?
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 09 2009 12:25 GMT
#37
On September 09 2009 21:23 konadora wrote:
Show nested quote +
On September 09 2009 21:16 neobowman wrote:
Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.

what do you mean?

At the bottom left main, the gas is right up to the main's choke point, AKA attackable by marines. The other mains' gases are not.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 09 2009 12:38 GMT
#38
ooh okay
POGGERS
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
September 09 2009 12:57 GMT
#39
On September 09 2009 21:16 neobowman wrote:
Show nested quote +
On September 09 2009 15:02 Mortician wrote:
You cannot 2 hatch here, which is sad, I just got the hang of 2 hatch muta :/


That's the biggest problem for maps with a forward mineral only natural. 2 hatch builds aren't effective since you can't defend the expansion you take and the main. You can defend from one point here but marines will still annoy the mineral line to no end if you do a 2 hatch.

Bottem left gas is in a different position from all the others. Try to make room on the other side of the minerals.


Yeah, thats what she...erm... I said
"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
Singapore66161 Posts
September 10 2009 16:03 GMT
#40
Updated to 1.4

I still can't put the geyser at btm left without compromising the space or mining efficiency =/
POGGERS
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
September 10 2009 16:57 GMT
#41
reminds me of usan nation and katraina.
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
September 10 2009 16:58 GMT
#42
On September 11 2009 01:03 konadora wrote:
Updated to 1.4

I still can't put the geyser at btm left without compromising the space or mining efficiency =/


GJ, now you made it even worse for Z, apart from that we cannot 2 hatch, we cant defend the ramp properly with the hatch @ the natural
"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
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
September 10 2009 17:40 GMT
#43
On September 11 2009 01:58 Mortician wrote:
Show nested quote +
On September 11 2009 01:03 konadora wrote:
Updated to 1.4

I still can't put the geyser at btm left without compromising the space or mining efficiency =/


GJ, now you made it even worse for Z, apart from that we cannot 2 hatch, we cant defend the ramp properly with the hatch @ the natural


guess you have to 4 pool every game ^_^
Hwaseung Oz fan for life. Swing out, always swing out.
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
September 10 2009 23:06 GMT
#44
On September 11 2009 01:58 Mortician wrote:
Show nested quote +
On September 11 2009 01:03 konadora wrote:
Updated to 1.4

I still can't put the geyser at btm left without compromising the space or mining efficiency =/


GJ, now you made it even worse for Z, apart from that we cannot 2 hatch, we cant defend the ramp properly with the hatch @ the natural

huh? you can
POGGERS
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