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konadora
Singapore66158 Posts
Fubuki 1.1Changes:- Changed in-base expansion's mineral/gas layout for ZvT/PvZ balance - Added space for turrets at natural for ZvT balance + Show Spoiler [1.0] +
Description: - 4 player rotational symmetry heavy-macro map - Has an additional expo in the main - Expo can only be taken by Zerg early game due to hatchery creep (hatchery must be killed for Toss and Terran to expand) - Expo's gas (not nat's) must have the Psi Disruptor destroyed to mine the gas for all three races
Resource distribution: Main: 10M1G Nat: 8M1G Expo: 8M1G Island expo: 7M1G (1000/3000)
Download links: 1.0 - http://www.mediafire.com/?mgwuejzjzjv 1.1 - http://www.mediafire.com/?zmmdnidmog2
Hoping for lots and lots of comments, so no matter what comment you may have, like how shitty this map is or whether this should be the next OSL map, please post it! It gives me better ideas for my future maps :p
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it looks fun, i'll try it out with friends tonight. but why are there hatcheries in the mineral only expos behind the bases? it doesn't seem fair that zerg gets a free protected expo while terran and toss have to kill a neutral hatchery for a mineral only.
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Why hatcheries instead of creep colonies? I imagine toss could MC one of those larvae late game
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konadora
Singapore66158 Posts
they are not mineral-only expos.
They are gas expos, but the geysers are covered by a neutral Psi Disruptor. You have to destroy the neutral Psi Disruptor to mine from the geyser (which can't be seen in the picture). This applies to all three races. Also, for a Terran and Protoss to expand there you have to kill the neutral Hatchery to remove the Zerg creep. But for a Zerg, you can just build a hatchery there straightaway, similar to maps like Colosseum and Baekmagoji.
The reason behind this is to prevent super fast Triple Nexus or Triple CC, as well as to prevent super fast 3-gas muta rape on the map.
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konadora
Singapore66158 Posts
On November 15 2009 02:32 Aphelion wrote:Why hatcheries instead of creep colonies? I imagine toss could MC one of those larvae late game  Hatcheries have more HP. I initially used Hives, but I realised they had way too much HP.
Also, no larvae spawns there :p
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On November 15 2009 02:34 konadora wrote:they are not mineral-only expos. They are gas expos, but the geysers are covered by a neutral Psi Disruptor. You have to destroy the neutral Psi Disruptor to mine from the geyser (which can't be seen in the picture). This applies to all three races. Also, for a Terran and Protoss to expand there you have to kill the neutral Hatchery to remove the Zerg creep. But for a Zerg, you can just build a hatchery there straightaway, similar to maps like Colosseum and Baekmagoji. The reason behind this is to prevent super fast Triple Nexus or Triple CC, as well as to prevent super fast 3-gas muta rape on the map.
I don't think that's going to make a big difference to a speedy 3 nex/CC build, or a fast 3 gas build for a zerg...although I don't know how long it takes to kill the psi disruptor. But killing a hatch to lay a CC/nexus is not difficult, you can do it quite quickly if you just leave a couple scvs on it a few minutes after your 2nd expo, or just send 1-2 rines early after you've got your nat up. The time it takes the creep to go away is the main issue and the hatch is not that close to where you'd put the CC/nex anyways so the only the outer fringe would need to recede. The gas is irrelevant to a T in a TvP, so even if it does take a long time to kill the psi disruptor he won't care. Same for PvT.
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On November 15 2009 02:32 Aphelion wrote:Why hatcheries instead of creep colonies? I imagine toss could MC one of those larvae late game 
iirc, larvae can't be MC'd.
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Hong Kong20321 Posts
isit just me or are distances between bases pretty close o_O
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konadora
Singapore66158 Posts
On November 15 2009 02:43 jhNz wrote:i like the layout, looks cool  but i have to say that this map looks heavily zerg-favored to me. a lot of gas for zerg and an open middle... looks perfect for one of those 3-base strategies. and: you can harrass both, the natural and the inner expo with mutas 'at once'. how many hitpoints have those psi-thingies on the gases? i mean it shouldn't be too hard to kill 'em early as zerg. so you can expand to the protected gas expo and after that to the natural. then you already have two gas and the third is coming as soon as you kill the psi disruptor. maybe you should remove the gas from the protected expo next to the mains... dunno. maybe my speculation is wrong. have to play it to make a final statement  i like the architecture though  hatchery has 1250hp, psi disruptor has 2000hp.
On November 15 2009 02:44 Ganfei wrote:Show nested quote +On November 15 2009 02:34 konadora wrote:they are not mineral-only expos. They are gas expos, but the geysers are covered by a neutral Psi Disruptor. You have to destroy the neutral Psi Disruptor to mine from the geyser (which can't be seen in the picture). This applies to all three races. Also, for a Terran and Protoss to expand there you have to kill the neutral Hatchery to remove the Zerg creep. But for a Zerg, you can just build a hatchery there straightaway, similar to maps like Colosseum and Baekmagoji. The reason behind this is to prevent super fast Triple Nexus or Triple CC, as well as to prevent super fast 3-gas muta rape on the map. I don't think that's going to make a big difference to a speedy 3 nex/CC build, or a fast 3 gas build for a zerg...although I don't know how long it takes to kill the psi disruptor. But killing a hatch to lay a CC/nexus is not difficult, you can do it quite quickly if you just leave a couple scvs on it a few minutes after your 2nd expo, or just send 1-2 rines early after you've got your nat up. The time it takes the creep to go away is the main issue and the hatch is not that close to where you'd put the CC/nex anyways so the only the outer fringe would need to recede. The gas is irrelevant to a T in a TvP, so even if it does take a long time to kill the psi disruptor he won't care. Same for PvT.
Maybe I should change the hatchery into a hive?
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I donno, maybe you can just leave it like it is and it can be a kind of delayed God's Garden-style map. I can see how a terran could take 4 bases (the island near his nat is easy to take, 1 dropship, short fly distance) and just be a douchebag about it, but the push distance doesnt look THAT close for a TvP. A P would definitely need to take another main/nat/3rd vs a terran who just sat around and took that island for 4 bases, but this map looks like there are a lot of places you could recall and it'd be fairly difficult to defend against if the T waited too long vs arbs.
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Anyone want to try this out?
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Why not just call it "Blizzard" instead? -____-
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the name is bad since its not an ice tile set lol.
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On November 15 2009 02:32 Aphelion wrote:Why hatcheries instead of creep colonies? I imagine toss could MC one of those larvae late game  Can't MC larva, even if you could.. You need a hatchery to have 0/1 population.
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you should leave a neutral drone at each hatchery ^^
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this map really encourage macro game
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I kinda like how this map looks. Zerg has access to a really easy 3rd gas but their natural is so far away from the main that it would be incredibly hard to stop any sort of aggressive bunker rush, meaning that most zergs would probably opt to 9/12 pool in order to be able to take their natural safely, slowing them down quite a bit. Distance-wise there are plenty of good spots for zerg to get their 4th gas, but the flat terran and open middle means that they have to pour a little extra ressources into defending it properly. TvZ looks like it will be quite balanced. In PvT I could see protoss running into problems. Terrans have access to three relatively easy bases and then an island expansion that is very cramped and therefore easy to secure. The flatness of the map and the distance to the main of the nat does make 10/15 gate goon rushes very potent and the open middle is quite nice for big protoss armies to get a nice sorround later on in the game. If terran ever gets in the situation where he needs to expand beyond his first four bases he could be a world of hurt - He'd end up spread thin over the middle and recalls would be almost impossible to stop due to the big mains. PvZ it looks very zerg-friendly, however a corsair/reaver strategy might actually be ridiculously strong due to the 3 "free" bases and the wealth of island expansions (2 bordering every main). Think Arcadia, but instead of a free mineral only you get a gas expansion and instead of one open island expansion next to you, you have two enclosed ones that are a lot easier to secure.
Overall I really like how the map should play out, the problems players a faced with and how it looks, vey good job!
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Cool map :3 definitely going to give it a try
on a side note, But where did you get the name?
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mutas are gonna rape this map hard
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