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[Map] Armagus

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-23 06:58:42
October 20 2009 05:11 GMT
#1
Armagus 1.4
[image loading]


Changes:
- Made nat smaller. made mains bigger

+ Show Spoiler +
Armagus 1.3
[image loading]


Changes:
- Changed 11/5 main's mineral positioning
- Shifted 5's main's minerals up by 1 square
- All area beyond troy gates are now unbuildable

+ Show Spoiler [1.2] +
Armagus 1.2
[image loading]


Changes:
- More aesthetic changes
- Removed center expansion
- Added center ramp
- Removed water boundary near nat's ramp

+ Show Spoiler [1.1] +
Armagus 1.1
[image loading]


Changes:
- Just some aesthetic changes
- Made some small change near ramps at nat (added some water doodad for smaller center entry)

+ Show Spoiler [1.0] +
Armagus 1.0
[image loading]


Details:
- Standard 4-player macro map, nothing too spectacular
- Narrow choke
- Backyard expansion
- Harass-able backyard expansion
- Troy gates that can be destroyed early on to prevent early backyard harass, but may harm you when it gets to shuttle/dropship/lurker/hydra drops. Hence, choice of first expansion and timing of destroying the assimilators play a key role.
- Cliff overlooking backyard is unbuildable

Resources:
Main: 9M1G
Backyard: 6M1G (Gas is 2000 gas)
Nat: 7M1G
Center expansion: 10M2G (Gas is 3000 gas)

Download link(s):
- http://www.mediafire.com/?m4j2dyjnmdy (Version 1.0)
- http://www.mediafire.com/?mwjfznmju03 (Version 1.1)
- http://www.mediafire.com/?yn2ymd0emjm (Version 1.2)
- http://www.mediafire.com/?mdztn22442m (Version 1.3)
- http://www.mediafire.com/?zzyhiwzmhyy (Version 1.4)


Comments and feedback always welcome!
POGGERS
Vasoline73
Profile Blog Joined February 2008
United States8071 Posts
October 20 2009 05:14 GMT
#2
I think the backdoor harrass concept is sweet :D. Looks cool
ghermination
Profile Blog Joined April 2008
United States2851 Posts
October 20 2009 05:18 GMT
#3
You are getting way too good at making these maps. This map looks great and although there will always be cries of T IMBA, its a really nice effort and i don't see anything massively wrong with it.
U Gotta Skate.
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
October 20 2009 05:20 GMT
#4
The middle could be more interesting, especially given how similar it is to Fighting Spirit.
brood war for life, brood war forever
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
Last Edited: 2009-10-20 05:22:49
October 20 2009 05:22 GMT
#5
On October 20 2009 14:20 Crunchums wrote:
The middle could be more interesting, especially given how similar it is to Fighting Spirit.

I was thinking of using a design similar to God's Garden (with expansions at the center)

then i realised how people may scream this is a GG remake :<
POGGERS
Cu(oCo)
Profile Blog Joined March 2008
Italy358 Posts
October 20 2009 05:41 GMT
#6
love ungoro like maps. n1
Goons? just vulture toys 휴.휴
29 fps
Profile Blog Joined March 2008
United States5725 Posts
October 20 2009 06:31 GMT
#7
the troy gates with unbuildable high ground is a good idea. we should really get some of the mapmakers here to join forces with the kespa mapmakers. or at least have them try some of our ideas
4v4 is a battle of who has the better computer.
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
October 20 2009 07:01 GMT
#8
Pretty interesting with what you did with the backyard expansion, but its only really viable for terrans, because tanks can shoot up the cliff with no problem and shoot down the cliff with no problem too. So tanks can easily protect the backyard expansion or harass it.

Hell tanks are imba.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
EvilTeletubby
Profile Blog Joined January 2004
Baltimore, USA22259 Posts
Last Edited: 2009-10-20 07:20:47
October 20 2009 07:19 GMT
#9
Very nice concepts on the backdoor expo kona, but aesthetically it looks very unremarkable, especially in the middle. As some others have pointed out, dressing it up a little might go a long way.

Edit - does look very fun though, I like a map that makes it riskier to go straight into macro mode.
Moderatorhttp://carbonleaf.yuku.com/topic/408/t/So-I-proposed-at-a-Carbon-Leaf-concert.html ***** RIP Geoff
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
October 20 2009 07:29 GMT
#10
If the backyard expansion is making things too easy for the terran, how about making the nat more easy for the zerg/protoss respectively. Perhaps make the nat min line muta harassable or such.
I <3 the internet, I <3 you
Vekzel
Profile Blog Joined September 2009
Poland142 Posts
October 20 2009 07:29 GMT
#11
Wow, Kona, you indeed are mapping addict.

I think super-tight chockes to mains at 12 and 6 o'clock will be annoying, though.
#1 Stork Fan II RET FIGHTING!!! II Nal_rA, Calm, UpMaGiC: GL 2U! II sAviOr: recover PLZ!
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 20 2009 07:33 GMT
#12
On October 20 2009 16:29 Vekzel wrote:
Wow, Kona, you indeed are mapping addict.

I think super-tight chockes to mains at 12 and 6 o'clock will be annoying, though.

they're present at 3 and 9 mains too

the reason why there are small chokes is to give the player the choice to play three ways

1) expand at backyard with risk of early harass while walling in with very little buildings/units
2) expand at a more risky nat
3) wall-in and go 1-base play
POGGERS
PH
Profile Blog Joined June 2008
United States6173 Posts
October 20 2009 07:39 GMT
#13
I'm really liking your maps more and more as you go along. (:
Hello
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 20 2009 13:03 GMT
#14
Did some small changes
POGGERS
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
October 20 2009 13:53 GMT
#15
You really love those assimilators don't you?
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 20 2009 17:41 GMT
#16
i'm a bit of a noob so wat are troy gates?
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
October 20 2009 17:46 GMT
#17
On October 21 2009 02:41 Ryuu314 wrote:
i'm a bit of a noob so wat are troy gates?


The two gas assimilators that function as "doors", when both are destroyed, will make it impossible for any ground units to pass through. Same idea is seen on the map (4) Troy. If only one side is destroyed, then only small/medium units can fit through.
~\(。◕‿‿◕。)/~,,,,,,,,>
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
October 20 2009 19:04 GMT
#18
Nice looking map, looks more interesting then most of the pro maps i see now days.
StorrZerg
Profile Blog Joined February 2008
United States13921 Posts
October 20 2009 19:15 GMT
#19
konadora to korea yes? to be on the map making team?

i really enjoy playing these with my friends

thanks again
Hwaseung Oz fan for life. Swing out, always swing out.
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
October 20 2009 19:23 GMT
#20
Maps like this make me wish ICCup brought in a MOTS like PGT had.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
cakemanofdoom
Profile Joined September 2009
336 Posts
October 20 2009 19:30 GMT
#21
I haven't played regular starcraft in forever, and I'm pretty noob, but can the geysers be rebuilt upon after they get destroyed?
boongee
Profile Joined November 2004
United States967 Posts
October 20 2009 20:19 GMT
#22
I would definitely change the middle. I think you can come up with something more interesting. otherwise it's really good, much better than your old ones
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 21 2009 00:26 GMT
#23
On October 21 2009 04:30 cakemanofdoom wrote:
I haven't played regular starcraft in forever, and I'm pretty noob, but can the geysers be rebuilt upon after they get destroyed?

nopee

On October 21 2009 05:19 boongee wrote:
I would definitely change the middle. I think you can come up with something more interesting. otherwise it's really good, much better than your old ones

Hmm maybe high ground?
POGGERS
3 Lions
Profile Blog Joined October 2007
United States3705 Posts
October 21 2009 00:44 GMT
#24
looks like Un Goro Crater at first sight haha
yeah Kona you're definitely getting better at making these maps...at the rate they come...i'm guessing you have a lot of time on your hands?
Sentient66
Profile Joined July 2009
United States651 Posts
October 21 2009 00:56 GMT
#25
Konadora continues to make awesome maps.
seNsiX.421
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 21 2009 03:00 GMT
#26
On October 21 2009 09:44 3 Lions wrote:
looks like Un Goro Crater at first sight haha
yeah Kona you're definitely getting better at making these maps...at the rate they come...i'm guessing you have a lot of time on your hands?

rofl sort of

enjoy making maps too :p
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 21 2009 03:40 GMT
#27
Updated to 1.2

Changed the center of map
POGGERS
Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
October 21 2009 09:57 GMT
#28
My initial thought was that the map looked a bit like Un'Goro Crater, which is fine for me since I kinda like that map. (Seing how I am a former WoW addict. )

That said, konadora, I must say that I am always impressed by you ability to make great-looking maps. I have downloaded all that I have found (part from this one since I am not at home at the moment) and am looking forward to testing them out.

Keep up the good work!
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
October 21 2009 10:01 GMT
#29
there's a skeleton on the north of the mdidle hill thing.. but no skeleton on the south..

IMBA!11
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
October 21 2009 10:07 GMT
#30
I was wondering if it would be better wif you made the backyard expo highground and the cliff near it low ground
"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
Singapore66364 Posts
October 21 2009 12:12 GMT
#31
On October 21 2009 19:07 Mortician wrote:
I was wondering if it would be better wif you made the backyard expo highground and the cliff near it low ground

that defeats the purpose of the troy gates lol
POGGERS
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
Last Edited: 2009-10-21 12:21:14
October 21 2009 12:18 GMT
#32
I really like this map kona, it has a sweet concept. I havent tried this, but is it possible to build a factory with addon (or any unit factory at all) behind the upper right troy gates and build tanks there? Seems like a building of this size wont fit behind the other gates.

Perhaps it could be abused in some weird way

edit: The 6clock 1nat should also have its mineral formation moved 1 tile north if you were going for a 2 tile wide space behind every 1nat formation. The lowest tile row on a map disappears because of the in game interface.
The artist formerly known as Starparty
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 21 2009 15:12 GMT
#33
On October 21 2009 21:18 Starparty wrote:
I really like this map kona, it has a sweet concept. I havent tried this, but is it possible to build a factory with addon (or any unit factory at all) behind the upper right troy gates and build tanks there? Seems like a building of this size wont fit behind the other gates.

Perhaps it could be abused in some weird way

edit: The 6clock 1nat should also have its mineral formation moved 1 tile north if you were going for a 2 tile wide space behind every 1nat formation. The lowest tile row on a map disappears because of the in game interface.

thanks for pointing that out, now the area beyond the troy gates are all unbuildable.
POGGERS
Tuke
Profile Joined January 2009
Finland1666 Posts
October 21 2009 16:37 GMT
#34
Nice looking map, going to try it out now.
TeamLiquid CJ Entusman #42
fanatacist
Profile Blog Joined August 2007
10319 Posts
October 21 2009 17:03 GMT
#35
I like this map a lot, but the ramped cliff to the backdoor expo just makes it even more of a nightmare than GG's cliff.
Peace~
fanatacist
Profile Blog Joined August 2007
10319 Posts
October 21 2009 17:03 GMT
#36
On October 21 2009 09:26 konadora wrote:
Show nested quote +
On October 21 2009 04:30 cakemanofdoom wrote:
I haven't played regular starcraft in forever, and I'm pretty noob, but can the geysers be rebuilt upon after they get destroyed?

nopee

Show nested quote +
On October 21 2009 05:19 boongee wrote:
I would definitely change the middle. I think you can come up with something more interesting. otherwise it's really good, much better than your old ones

Hmm maybe high ground?

I thought they could be rebuilt just won't have the passing quality?
Peace~
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
Last Edited: 2009-10-21 17:35:53
October 21 2009 17:33 GMT
#37
This map looks like one of the better ones you have created, it looks pretty fresh and fun. The first thing that comes to my mind are the assimilators that leads to a camping cliff behind the 3rd. Getting them killed will be crucial for the mid-game since lurkers, tanks and high templars can bring hell to that area. But that's all there is to it really, they cliffs won't be effective until mid-game and before it's reached there is plenty of time to destroy the two assimiliators. Therefor I don't see them as necessary, why not make a full-block mineral line there instead which will be accessable from the middle. You can do cute jumps in mid-game or use it as a normal cliff and drop on it, and it will be useful in late-game as an expansion. Second thing that hits me is the left out area (looking at 12 o clock as an example) to right of the natural. It's way too spacy imo, it should only contain enough space to place turrets. Look at destination as an example, that's how much space you would want it to have at the most. The center of the map (the cliff) looks like you just put there because nothing else came to your mind. Doesn't really equal any aestethical completion to the map. Though I understand it works as making the middle more narrow and dividing it into 3 ways instead of one huge. You should come up with something a little more fitting imo. Other than that is looks pretty fun. ^o^
vx70GTOJudgexv
Profile Blog Joined November 2008
United States3161 Posts
October 21 2009 18:06 GMT
#38
I feel as if Terran can rape face on this map.

Thus, I approve!

:p

jk, jk. All kidding aside, I do like the map, and you keep getting better man. Do you have a ZIP of all the maps you've made and put up here anywhere, or is it individual downloads for us?
(-_-) BW for ever. #1 Iris fan.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
October 21 2009 18:19 GMT
#39
On October 22 2009 02:03 fanatacist wrote:
Show nested quote +
On October 21 2009 09:26 konadora wrote:
On October 21 2009 04:30 cakemanofdoom wrote:
I haven't played regular starcraft in forever, and I'm pretty noob, but can the geysers be rebuilt upon after they get destroyed?

nopee

On October 21 2009 05:19 boongee wrote:
I would definitely change the middle. I think you can come up with something more interesting. otherwise it's really good, much better than your old ones

Hmm maybe high ground?

I thought they could be rebuilt just won't have the passing quality?

I thought that they were made such that you couldn't build on them by not letting them align with the grid as the usual geysers are (off by 1 pixel or so).
I <3 the internet, I <3 you
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 22 2009 02:04 GMT
#40
On October 22 2009 02:33 Boundz(DarKo) wrote:
This map looks like one of the better ones you have created, it looks pretty fresh and fun. The first thing that comes to my mind are the assimilators that leads to a camping cliff behind the 3rd. Getting them killed will be crucial for the mid-game since lurkers, tanks and high templars can bring hell to that area. But that's all there is to it really, they cliffs won't be effective until mid-game and before it's reached there is plenty of time to destroy the two assimiliators. Therefor I don't see them as necessary, why not make a full-block mineral line there instead which will be accessable from the middle. You can do cute jumps in mid-game or use it as a normal cliff and drop on it, and it will be useful in late-game as an expansion. Second thing that hits me is the left out area (looking at 12 o clock as an example) to right of the natural. It's way too spacy imo, it should only contain enough space to place turrets. Look at destination as an example, that's how much space you would want it to have at the most. The center of the map (the cliff) looks like you just put there because nothing else came to your mind. Doesn't really equal any aestethical completion to the map. Though I understand it works as making the middle more narrow and dividing it into 3 ways instead of one huge. You should come up with something a little more fitting imo. Other than that is looks pretty fun. ^o^

early game, dragoons, marines and hydras should be able to do damage as well :p

okay maybe i'll reduce the space at the naturals.

also, i don't know what to put in center of map D:
POGGERS
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
October 22 2009 02:09 GMT
#41
Pretty nice concept there man. Though the deco could be nicer. Mind if I just try out some deco on it?
火心 Jealous. I always loved that feeling when I was young. Embrace it.
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
October 22 2009 02:12 GMT
#42
Btw how'd you make those high cliff ruins without the grass?
火心 Jealous. I always loved that feeling when I was young. Embrace it.
synapse
Profile Blog Joined January 2009
China13814 Posts
October 22 2009 02:46 GMT
#43
I think the main needs some more space...

- Personally, i like the center expo. I hated God's Garden
- It'd be pretty cool if you could make ridges (HBR)

Awesome map, though, you make me jealous
:)
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
October 22 2009 02:55 GMT
#44
Cool map.

I'm thinking maybe radiating high grounds from the center(just ramps and a narrow strip like Heartbreak Ridge) might be cool?

Also, I agree with the previous statements that the nat is unnecessarily big. Maybe shrink that extra space a bit and buff up the mains instead?
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
October 23 2009 07:00 GMT
#45
Okay, updated to 1.4. According to suggestions, made mains bigger and nats smaller.
POGGERS
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