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2p Melee map: (4)Parallelism.scm - Page 2

Forum Index > BW General
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seRapH
Profile Blog Joined April 2009
United States9830 Posts
February 08 2010 23:19 GMT
#21
ZvP walls:
+ Show Spoiler [2 o'clock Natural] +
[image loading]


+ Show Spoiler [5 o'clock Natural] +
[image loading]


+ Show Spoiler [7 o'clock Natural] +
[image loading]


+ Show Spoiler [11 o'clock Natural] +
[image loading]


+ Show Spoiler [12 o'clock Expo] +
[image loading]


+ Show Spoiler [6 o'clock Expo] +
[image loading]


Amazingly, the 12 o'clock is everything proof (maybe not ghosts?). But for both the 12 and the 6, there is a small 2-matrix long space above/below the ramps next to the hatch that needs to be removed along with the ramps. Otherwise they are ineffectively walled and may as well be just 2 sunkens.

Highlighted units show what can pass through the wall, and I fit the largest possible unit in every gap.
boomer hands
seRapH
Profile Blog Joined April 2009
United States9830 Posts
February 09 2010 00:32 GMT
#22
+ Show Spoiler [5 o'clock Protoss FE wall] +
[image loading]


Well this is a troublesome one. I managed to make a few variations, but if you could get rid of this tiny formation, it'd be a lot easier to deal with.
boomer hands
MorningMusume11
Profile Blog Joined November 2007
United States3490 Posts
February 09 2010 00:48 GMT
#23
On February 09 2010 07:43 Excel Excel wrote:
There is actually 1 ghost hole on that tiny platform near the natural. A HT also fits, but you need pixel-perfect shuttle micro (there is a 0-pixel margin of error for HT placement. LOL.)

EDIT> What I'm talking about:

[image loading]


Oh man that's pretty awesome rofllll. I'm gonna download this and see how many Nukes I can get away with
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-09 02:06:58
February 09 2010 02:06 GMT
#24
Okay apparently no one actually downloaded it for playtesting and thus no one saw/cared if the sunkens actually made creep.

Which, they didn't, in the previous version at least, since I forgot to open a 1-matrix path to the sunken from the buildable terrain. That should be fixed now.

Link for .zip containing v1.2
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
February 09 2010 02:11 GMT
#25
Imagine if you will, TvP on horizontal spawns. Yeah. P is not going to be able to stop a slow push that has walls to hug and is hardly any distance nat to nat.
LEGEND!! LEGEND!!
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
February 09 2010 02:21 GMT
#26
lol thats a VERY interseting feature.. the uh.. proxy creep!
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!
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-10 04:38:58
February 10 2010 04:36 GMT
#27
I made some little changes and now have a working provisional version. I really don't feel like spending any more than an hour or two on this map if I ever make a change, so the lack of doodads/meticulous tile blending will have to be excused for now. Sorry!

Changelog:
v1.3:
-Moved naturals closer to center, lengthened choke and fixed rush distance
-Main shape slightly changed to accommodate changes. Ramp orientation reversed.
-Merged center/side ramps at 12/6, added backdoors to base in naturals blocked by 24 stacked 0-mineral clusters.
-Removed giant temple blocking space and the two center platforms. Replaced center platform with proxy-generating sunken/crystal.
-Removed two neutral command centers accidentally included with v1.2
-Removed two minerals from 6/12 expansions
v1.31: Patched all tank holes. Shrunk main slightly. More turret space added to expos. (same number of matrices as before but optimized terrain for 2x2 buildable blocks)
v1.32: Added four temple platforms near the center expansions to reinstate dropship usage. Mineral only very slightly expanded.

Compilation of complaints:
-MnM pathing will never see the creep, making proxy tech a little too easy for zerg
-1 base can farmine quadruple gas in middle with 22 workers
-Space behind natural unused and probably unusable
-Natural mineral line can potentially be tanked across the cliff
-Dragoon pathing not absolutely optimal due to even number of paths
-Carriers can rape every single mineral line besides the ones in the main bases and just perch on top of undroppable cliffs
-Carriers can micro across center temples for massive damage
-Center way too buildable
-3base turtle easy
-4/5 fact push only a soft counter to 2/3 base carriers
-Doom drops easier to execute than typical
-Backdoor to 6/12 too wide, Nex/CC/Hatch will fit and allows hidden farmining of its gas/minerals
-Terrain unit size glitch on about 20 square matrices (will elaborate if needed)
-Cliff terrain looks unnatural
-Map too bland, no doodads/terrain decoration
-Lack of usage of "ruins" palette

Here's v1.32:
[image loading]


I am not really ready to release this just yet, since it's not balanced within a +-10% margin of error for race matchups yet, and the main shape remains suboptimal. It also deviates quite far from previous versions, so I might do a separate release.

P.S. Great thanks to majesty.k)seRapH, flaktrack, and of course all of the TLers and iCCup players who gave feedback/analysis of the map and allowed me to modify it to create a more balanced metagame. Keep the comments coming!

EDIT> Yes, the creep is there, but if I displayed creep in SCMdraft, it would place copious amounts in the center of the map, confusing players. In-game a 2x4 patch still shows up.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 10 2010 04:43 GMT
#28
Pathing from main to outside will be a fucking nightmare
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 10 2010 05:02 GMT
#29
And the nat-gas being tankable via 6/12 will make this a ridiculous Terran map.
POGGERS
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
Last Edited: 2010-02-10 05:39:07
February 10 2010 05:38 GMT
#30
units in main will walk through workers in natural.

that just HAS to be fixed.
since 98'
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 10 2010 05:40 GMT
#31
Dude, pathing is SHIT here. Units have to go through natural mineral and gas lines and it messes everything up bigtime.
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
February 10 2010 05:45 GMT
#32
I'm sorry, but I dont really see a possible solution to the problems that konadora has pointed out. You can remove the back doors of that 3rd without destorying a concept of the map, however, the nat being tankable from the 3rd is a little too much

but maybe the player will just have to be smart enough to mine it out earlier.

there are also awkward low ground spaces around the backdoors of those 6/12s.

and nat2nat is just way too short on horizontal spawns. that is an issue that definitely needs to be addressed
since 98'
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 10 2010 14:20 GMT
#33
On February 10 2010 13:43 konadora wrote:
Pathing from main to outside will be a fucking nightmare


>.>

One more reason why I didn't release it.

Anyone object if I made the mains concave and moved the nats down? It's a nice fix but I was afraid that deviating from the "blotch" design for mains might make it annoying for players to place buildings.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-12 21:24:28
February 12 2010 21:22 GMT
#34
Sorry for double post, but here's the fixed version of the map with a bunch of replays:
http://www.repdepot.net/map.php?id=1821

[image loading]


Rush distance has been fixed, and reduced turret space in the corner expos. Some Z players are expressing concern that muta harass is impossible but I have no idea how I should fix that.

(Version on repodepot is old and has a few things that need to be fixed, I'll release the newest version when I get some changes in).

P.S. F*** split minerals at nat. Too hard to make map work with them.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Nub4ever
Profile Blog Joined October 2009
Canada1981 Posts
February 12 2010 21:26 GMT
#35
It looks really made using mirroring I don't mean changing so the sides are significantly different I just mean like on the highground the grass looks different in the bases and such.
Dota 3hard5me
GrandMaPwnZ.
Profile Joined July 2009
Norway84 Posts
February 16 2010 12:52 GMT
#36
On February 13 2010 06:22 Excel Excel wrote:

Rush distance has been fixed, and reduced turret space in the corner expos. Some Z players are expressing concern that muta harass is impossible but I have no idea how I should fix that.


I can't figure out why someone said that. Sure, the main mineral line is hard to get into, but the nat has this ridge which just makes all mutas orgasm.
GrandMaPwnZ.
Profile Joined July 2009
Norway84 Posts
February 16 2010 12:54 GMT
#37
btw. Maybe you should move the placement of the natural gases so that they are equal to each base. Now the 2 bottom natural gases are uberhard to defend and the 2 top natural gases are easy to defend.
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