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This map is for HuskytheHusky's mapping competition.
Picture (Warning Big Picture) + Show Spoiler + Info's + Show Spoiler +InfosChanges (1.01) + Show Spoiler + Added 20 more stacked minerals for each patch at the backdoor and added a psi disruptor that will burn down in about ~400 game seconds. Opened the middle somewhat. Moved the bottom right nat bridge to proper position. Made FE'ing possible at all positions.
Mains Expansions. 9x 1500 Minerals 1x 5000 Vespene Gas 6/12 O'Clock Expansions 8x 1500 Minerals 2x 2500 Vespene Gas 3/9 O'Clock Expansions and Naturals 8x 1500 Minerals 1x 5000 Vespene Gas Mineral Only Expansions 8x 1500 Minerals Center Expansion 24x 300 Minerals 4x 1200 Vespene Gas 10x Stacked 0 Minerals - Mining allows small amounts of units through. 3x Ion Cannon 2000 HP - Destroying allows large amounts of units through. Backdoor 40x Stacked 0 Minerals per patch.
OBs [Version 1.01] Melee [Version 1.01]
OBs [Version. 1.0] Melee [Version. 1.0]
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What kind of suggestions are you looking for? Suggestions for map balance? Suggestions to make your map a better contender for the contest? Both? O.o
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On February 02 2010 11:26 l10f wrote:I love this map. Toss can't break out of a lurk contain with only 1 small bridge  I don't know if this is a suggestion but i agree, that bridge will be murder on a toss army, all the units will glitch up and fighting lurkers or (god forbid) swarm there will be impossible. Also it will be rediculously hard to attack a terran.
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Wow looks sick. Great job. Looks godly ZvP. ^.^
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I don't think Pre-infested Command Centers can be infested again. If you want to use that for strategic Infested Terrans, make it a normal neutral cc. Like everyone else, I agree that bridges make zerg contains imba.
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make it a wider bridge!!!!
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this map actually looks pretty good imo (protoss/occasional terran player) i do think however that the bridges at the nat need to be either enlarged or another bridge should be added like desti, slightly smaller chokes at the 3 and 9, 12 and 6 are good...i do see this map as being bad for terran pushing mech from left to right or vice versa....
take my advice with a very large grain of salt im only D+/C- Protoss and D+/D Terran
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Well the infested CC was just there to take up space and yeh I guess I'll add a larger bridge and possibly a backdoor.
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The fact that there's just 1 bridge means contains will be over 2x more brutal than in desti, since desti gives you an extra place out.
And the fact that these bridges aren't just for mains, but future gasses, means it's very easy to suddenly be able to pick up both another main and nat.
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Nat bridges really need to be larger, as it stands this is just murder for toss for any type of contains from any race.
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Is it just me or is this map very positionally imbalanced? The nat-nat distance from top-left to bottom-left and from top-right to bottom-right is very short especially compared to the nat-nat of top-left to top-right or bottom-left to bottom-right. This isn't necessarily a problem (ex. python has positional imbalance in that 12/3 mains are close and 6/9 mains are close but the nat-nat distances are not so imba.) Just take a look at the closeness of the bridges on the left and right sides... and how far they are horizontally from eachother. This will cause games to play out very differently depending on the relative spawns of the players. Nice map, GL.
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go carriers vs terran = free win. it's even better then katrina for carriers...
needs a backdoor thing sorta like on destination for protoss to get out of lurker contains, or make the 3 oclock and 9 oclock islands for sair/reaver to rape
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The bridge is WAY too small. I think you need to have a secondary exit from your main base that is accessible after destroying something or mine out some minerals.
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there is no room for flanking. at all. the only place where flanking's even possible is in the center, and even then its narrow enough that it might not matter. the fact that tanks can hit the ramp from the 3rd is also very worrying. then, not only would a toss/zerg be contained at their nat's bridge, but also at their ramp. congratulations, you've made me worry about something i've ever been worried about.
in general, the bridges heavily favor all sorts of containment units, and i guarantee you'll be seeing mech TvZ's on it.
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really small nat entrance and very wide third, AMAZING zerg map :D
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About Terran pushing I'm thinking the Terran could drop tanks on the highground giving at least a relatively easier push past the middle ring, though before that they're just gonna hafta, ugh push. Also if pushing from top left to bot left there is an easy flank at the 9 o'clock, why am I making a map that's hard for T when I myself play T... Also are carriers really that bad O.O
Also I don't understand how ur ramp being tankable from 3rd Is too different from desti. You need via for both.
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I'd lower the amount of gas at 12 and 6, 5000 per geyser is a lot for a double gas. I believe Outsider and Longinus are only 2500. And maybe open up the middle a bit? Getting a big army from the east side to the west side seems very problematic.
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On February 02 2010 11:46 EleanorRIgby wrote: really small nat entrance and very wide third, AMAZING zerg map :D
The main and the nat are so close and both against a the edge of the map. Muta harass = worthless
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I dont know why are all those minerals in the center if cant place a cc,nexus or hatch properly with those min so close to the infested cc, i would remove those little min just near the infested cc.
Also i would place both gases of 3 and nine in the same pos, both top or both bottom.
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terran pushing vertical will be bad ass
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are those cliffs over the natural's dropable? cause if terrans can plop down 2 tanks on those....
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As a not P player, I approve of this map.
That being said. Vertical rush distances are laughably close. Good luck not getting horribly raped by a T if you spawn vertical to him.
Protoss will never ever be able to break out of a lurk or tank contain with that bridge. It's murder.
Easy to take third gas for toss though. If they ever manage to get out of their main/nat.
Center quad gas expo feels gimmicky. Especially when there is already double gas expos on the map.
You hate Protoss don't you?
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maybe a double bridge at the natural to make contains less easy?
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Gaaaaaaah I know about the contain thingy!!!!!! I'm gonna fix it tomorrow and the vertical push distance thingy as close as it is there's still a chance for a flank, if the cliff at the natural will fit a tank ill fix tomorrow. I'll also move the min patches to make muta harass a little more useful.
As a matter of fact I DO dislike Protoss =\
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I'd suggest you make it so you can widen the bridge to something like double that. The natural bridge is way too small as it stands.
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i think re-arranging the main/natural set-up (while it will be very painstaking) so they move clockwise or counter-clockwise (like python) would make it much more balanced in terms of push distances, etc, but that will be too much work and would completely change the map.
as a terran player, i approve the current set-up, though. :D
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Backdoor added, bridge widened. I hope there aren't any more major problems...
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I second the person who commented that there's no flanking room in the middle... there's hardly any room to move your units through it...
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Well I made it a little easier to move ur army from left to right without going through middle, though awkward should at least help a bit with flanking
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sorry about double post but I just wanna say that I'm done the map.
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10x stacked minerals only?
No way that's enough time for a pylon and cannon to go up, or zerglings to go all the way around to kill the scv.
Great map if you like to play probe vs ling or drone vs vulture micro.
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Netherlands6142 Posts
Get rid of the inf cc, how sick would it be to sneak a center expo ;D
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horizontal positions are a nightmare for pvt imo.
-the min only has all that space behind it from tanks and turrets to line up and blast anything that comes down from either the back or front ramp. -the nat bridge is too narrow, widen in up x2 at least (better to make x3 or x4 imo).
-the windy, tight, bridgey path which also contains a base. open it up more imo. Flas -the lack of unbuildable terrain all around these paths -the buildable cliff in the middle of the map.
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It looks incredibly easy for Terran to expand TvP IMO. Maybe increase the size of the mineral blocked backdoor ramp and use destructible buildings instead so toss can bring units up there to stop him from protecting it with like 2 tanks
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You can tell that the map maker hates protoss EDIT:
On February 02 2010 13:58 Nub4ever wrote: Gaaaaaaah I know about the contain thingy!!!!!! I'm gonna fix it tomorrow and the vertical push distance thingy as close as it is there's still a chance for a flank, if the cliff at the natural will fit a tank ill fix tomorrow. I'll also move the min patches to make muta harass a little more useful.
As a matter of fact I DO dislike Protoss =\ Why are you asking for opinions on a map if you're gonna be biased while making it?
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those spines in front of nat bridge will protect tanks too easy, I see terrans building depots to add further protection.
Wider nat bridges and remove that spine that will protect ranged units firing upon units leaving natural.
High dirt mid/center 12/6 o clock makes those 2 paths really small, you can open them bad boys up by at least one isometric rhombus
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Also though I dislike Protoss cuz I always get DT rushed 12 nex and horror gated I didn't mean to make the map imba
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Imo the center of the map should have at least two big ways to move the protoss army from left to right. Atm its literally impossible to do without going through some ridiculously small choke xd
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ZvT 2/3 hatch muta -> I keep you inside a base for a while, while getting middle with 4 gases, then make 20 guards + 20 mutas, gg. :D
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pic is fine im using 1920x1080 on my 42inch thanks. its a boast, im the only one this kool.
+ Show Spoiler + if u respond to my comment about tv, ur a fish, and im a hook
oh yeah.. kool map.
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Earlygame P has nothing to stop Z from mining out the back if Z has good ling control.
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This map has clearly been created on the basis of previous protoss butthurt.
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If you fix most of the imbalances that have already been mentioned, it will be a pretty generic map like fighting spirit, which would be kind of uninteresting in my opinion--not to say I think you should keep imba vs P aspects. It's difficult to come up with a creative map that isn't imbalanced. I'm impressed someone your age managed to make a semi-decent map though .
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I don't like this map...
+ Show Spoiler +I really like it. Although, thems peoples is right. It seems damn easy for terrans to defend, and also easy to trap protoss. So either make the bridge wider, or make a backdoor ramp blocked by some number of stacked mineral patches, I don't know.
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Dude.. I LOVE THIS MAP, I rarely see non progamer maps that are decent. this one rocks :D
I think this would produce awesome games =]
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On February 05 2010 05:32 WheelOfTime wrote: 10x stacked minerals only?
No way that's enough time for a pylon and cannon to go up, or zerglings to go all the way around to kill the scv.
Great map if you like to play probe vs ling or drone vs vulture micro. center expo is impassable by any unit if u dont mine/destroy something. doesn't matter if it's x10 minerals or x9001, you send 2 drones to mineral -> drill 1 through, free 4 gases.
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On February 06 2010 07:27 ProoM wrote:Show nested quote +On February 05 2010 05:32 WheelOfTime wrote: 10x stacked minerals only?
No way that's enough time for a pylon and cannon to go up, or zerglings to go all the way around to kill the scv.
Great map if you like to play probe vs ling or drone vs vulture micro. center expo is impassable by any unit if u dont mine/destroy something. doesn't matter if it's x10 minerals or x9001, you send 2 drones to mineral -> drill 1 through, free 4 gases. Thats what the infested CC is for :D it'll take one heck of a long time for drones to kill that...
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On February 06 2010 05:36 wishbones wrote:pic is fine im using 1920x1080 on my 42inch thanks. its a boast, im the only one this kool. + Show Spoiler + if u respond to my comment about tv, ur a fish, and im a hook oh yeah.. kool map.
Hilariously ironic typo, if that truly is an accident.
While I'm not a fan of desert maps (hurts my eyes...) This looks pretty playable with some tweaking. Just as long as there's a half-decent way to FE PvZ and you could get some decent fair games on there.
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the rush distances are soo short O.o
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well for FE'ing at least I know the Top left works so I'd guess the rest would too :D
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