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konadora
Singapore66161 Posts
Armagus 1.4Changes:- Made nat smaller. made mains bigger + Show Spoiler +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] +Changes:- More aesthetic changes - Removed center expansion - Added center ramp - Removed water boundary near nat's ramp + Show Spoiler [1.1] +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] +
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!
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I think the backdoor harrass concept is sweet :D. Looks cool
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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.
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The middle could be more interesting, especially given how similar it is to Fighting Spirit.
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konadora
Singapore66161 Posts
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 :<
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love ungoro like maps. n1
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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
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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.
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Baltimore, USA22254 Posts
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.
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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.
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Wow, Kona, you indeed are mapping addict. 
I think super-tight chockes to mains at 12 and 6 o'clock will be annoying, though.
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konadora
Singapore66161 Posts
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
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I'm really liking your maps more and more as you go along. (:
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konadora
Singapore66161 Posts
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Spenguin
Australia3316 Posts
You really love those assimilators don't you?
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i'm a bit of a noob so wat are troy gates?
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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.
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Nice looking map, looks more interesting then most of the pro maps i see now days.
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konadora to korea yes? to be on the map making team?
i really enjoy playing these with my friends 
thanks again
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Maps like this make me wish ICCup brought in a MOTS like PGT had.
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I haven't played regular starcraft in forever, and I'm pretty noob, but can the geysers be rebuilt upon after they get destroyed?
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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
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konadora
Singapore66161 Posts
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?
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3 Lions
United States3705 Posts
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?
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Konadora continues to make awesome maps.
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konadora
Singapore66161 Posts
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
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konadora
Singapore66161 Posts
Updated to 1.2
Changed the center of map
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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!
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Hong Kong20321 Posts
there's a skeleton on the north of the mdidle hill thing.. but no skeleton on the south..
IMBA!11
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I was wondering if it would be better wif you made the backyard expo highground and the cliff near it low ground
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konadora
Singapore66161 Posts
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
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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.
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konadora
Singapore66161 Posts
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.
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Nice looking map, going to try it out now.
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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.
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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?
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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^
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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?
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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).
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konadora
Singapore66161 Posts
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:
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Pretty nice concept there man. Though the deco could be nicer. Mind if I just try out some deco on it?
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Btw how'd you make those high cliff ruins without the grass?
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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
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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?
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konadora
Singapore66161 Posts
Okay, updated to 1.4. According to suggestions, made mains bigger and nats smaller.
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