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Active: 1295 users

[Map] Proasteion

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
Last Edited: 2010-03-01 14:09:18
February 15 2010 03:18 GMT
#1
Currently in the beta stages, no deco and may need a lot of balancing works. Wanted to get some feedback from the community as I develop this one

UPDATE! - Proasteion 0.9

[image loading]


Changes:
  • Added 1 more mineral at in-base expo (also 1000 value)
  • Reduced geyser's gas value at in-base expo to 1000
  • Resolved worker mining pathing inefficiency at 10 main
  • Changed some doodad


+ Show Spoiler [Version 0.5] +
Proasteion 0.5

[image loading]


Changes:
  • Added some more unbuildable terrain
  • Added cliffs near chokes
  • Added doodad deco
  • In-base expo is now safer


+ Show Spoiler [version 0.1 beta] +
Proasteion 0.1 (beta)

[image loading]


Resources:
  • Main: 9M1G
  • Nat: 6M1G (Gas is 4000)
  • In-base expo: 6M1G (Mineral is 1000, Gas is 2000)
  • Island expo: 6M1G (Gas is 2000)


Features:
  • In-base expo requires neutral buildings to be killed to mine efficiently. Similar to Arkanoid. You can still mine by placing your town hall beside it, but mining will be much slower, obviously.
  • Depot/Rax wall placement suggestion at main ramp
  • Forge/Gateway/Pylon placement suggestion at natural choke
  • Town Hall placement tile at natural


Replays:
v 0.1 replays
  • PvZ 1
  • PvZ 2
  • PvZ 3
  • TvZ 1


Download Links:
  • v 0.1
  • v 0.5
  • v 0.9


All feedback and comments are welcomed!!
POGGERS
tirentu
Profile Blog Joined March 2009
Canada1257 Posts
February 15 2010 03:27 GMT
#2
4 bases, one choke?
unit
Profile Blog Joined March 2009
United States2621 Posts
Last Edited: 2010-02-15 03:31:29
February 15 2010 03:30 GMT
#3
On February 15 2010 12:27 tirentu wrote:
4 bases, one choke?

it appears that at the very least 1 is blocked by chrysalis and another is an island so it isn't THAT far fetched
edit: zerg gonna like mutas and guardians on this one
NeCroPoTeNce
Profile Joined July 2009
United States513 Posts
February 15 2010 03:37 GMT
#4
Wide choke. ZvP fun times incoming!! Unless it's actually just a small natural in general.
zerg all the way! Lee Jaedong hwaiting
KnightOfNi
Profile Joined December 2007
United States1508 Posts
February 15 2010 03:37 GMT
#5
IMO you should add a mineral only to each corner of the map opposite the minerals of the inbase gas expo. Also, make sure that the gases at the inbase expo can all be fired on by the same units. It looks like goons can hit the extractor at the top left and possibly bottom right, while they FOR SURE can't hit the other 2... it also looks like the mineral line at the bases at top right and bottom left are a bit more harassable than the other 2, but I'm not sure about that, since I've never played that. Cool concept though .
RIP eSTRO :(
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 15 2010 03:39 GMT
#6
this map looks like a nightmare for terran, giant mains for ez recalls
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 03:40 GMT
#7
Wow, I totally missed that. Thanks KnightOfNi.

And mineral-only, where?
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 15 2010 03:44 GMT
#8
He means at the in-base expo cliff. But that spot's a bit too vulnurable imo.

Big macro map again. Not much interesting going on. 3 gas seems a bit too easy to get. Maybe make the forward natural have the chrysalises instead of the inbase one.

Post on broodwarmaps.net. More actually good mappers tehre instead of here where lots of D players who have no idea have to play post.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
February 15 2010 03:47 GMT
#9
On February 15 2010 12:44 neobowman wrote:
He means at the in-base expo cliff. But that spot's a bit too vulnurable imo.

Big macro map again. Not much interesting going on. 3 gas seems a bit too easy to get. Maybe make the forward natural have the chrysalises instead of the inbase one.

Post on broodwarmaps.net. More actually good mappers tehre instead of here where lots of D players who have no idea have to play post.

GOOD SIR, I WILL HAVE YOU KNOW THAT I AM...

d-
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 15 2010 03:56 GMT
#10
On February 15 2010 12:47 prodiG wrote:
Show nested quote +
On February 15 2010 12:44 neobowman wrote:
He means at the in-base expo cliff. But that spot's a bit too vulnurable imo.

Big macro map again. Not much interesting going on. 3 gas seems a bit too easy to get. Maybe make the forward natural have the chrysalises instead of the inbase one.

Post on broodwarmaps.net. More actually good mappers tehre instead of here where lots of D players who have no idea have to play post.

GOOD SIR, I WILL HAVE YOU KNOW THAT I AM...

d-

Patpat. It's ok. It's ok.
Chameleon
Profile Blog Joined January 2008
United States604 Posts
February 15 2010 04:29 GMT
#11
is there room to build turrets behind minerals at the naturals @3 and 9? If not that could be a nightmare for t vs z
TL's #1 Horang2 fan
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
Last Edited: 2010-02-15 04:42:42
February 15 2010 04:40 GMT
#12
lmao

i'm pretty sure versions start at 1.0

not enough space for proxies imo
Nony is Bonjwa
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 04:50 GMT
#13
On February 15 2010 13:29 Chameleon wrote:
is there room to build turrets behind minerals at the naturals @3 and 9? If not that could be a nightmare for t vs z

yup, behind minerals you can play like 3-4 turrets.

On February 15 2010 13:40 Nal_rAwr wrote:
lmao

i'm pretty sure versions start at 1.0

not enough space for proxies imo


nahhh :p

for proxies u can build at center of map or along the sides.
POGGERS
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
February 15 2010 05:01 GMT
#14
On February 15 2010 13:40 Nal_rAwr wrote:
lmao

i'm pretty sure versions start at 1.0

not enough space for proxies imo
You're pretty incorrect! First RELEASE version is generally 1.0. This is pre-release, with an open pre-alpha.

On topic, I kinda like the 4gas1choke concept, but I think the map might be more balanced (particularly in PvT, where having a four gas opponent who can turtle up in one spot and prevent harass will be fucking disgusting) if you made the chrysalises (chrysali?) physically block both the path into the the in-base 3rd as well as the CC spot, and added at least one normal-width ramp down into the center of the map from it. Not only would it add an extra entrance/exit for attack/pathing, but it would give you a way out of contains, Destination/HBR style. Definitely not necessary, but something to think about.

More generally, maps with tons of gas in a relatively small defensive area will heavily favor air-based strategies, so Protoss with their no-decent-AtG-till-carriers are at a pretty significant disadvantage. Making the map completely wide open a la Andromeda will only fuck tosses over more, by making even carriers useless unless you have complete map control. Clutter that bitch up.

Lurker/templar/reaver drops look really fun on this map. Every position has at least two mineral lines that scream "fuck me up". All the areas around the natural behind the walls are undroppable, correct?
JohnColtrane
Profile Blog Joined July 2008
Australia4813 Posts
February 15 2010 05:03 GMT
#15
the map name looks like prostate
HEY MEYT
JohnColtrane
Profile Blog Joined July 2008
Australia4813 Posts
February 15 2010 05:04 GMT
#16
also, that base with the mineral blocking the cc position, is that a ramp or you need a shuttle to get down there?
HEY MEYT
leomon
Profile Joined December 2008
Canada169 Posts
February 15 2010 05:20 GMT
#17
On February 15 2010 14:04 JohnColtrane wrote:
also, that base with the mineral blocking the cc position, is that a ramp or you need a shuttle to get down there?


I'm pretty sure it's an island expansion.

Nice map though. Seems like a heavy zerg map due to easy access to 3 gases and easy muta harassment. Also 4 base 1 choke ftw <3
Radians
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 05:23 GMT
#18
On February 15 2010 14:04 JohnColtrane wrote:
also, that base with the mineral blocking the cc position, is that a ramp or you need a shuttle to get down there?

oh, that's an island. forgot to mention, but that area has Asgard-like cliff, so you can hit the town hall with even a firebat, I think. Or maybe a no-range marine.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
Last Edited: 2010-02-15 05:41:34
February 15 2010 05:30 GMT
#19
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 05:42 GMT
#20
http://www.livestream.com/konadora/old


COMMENTARY!
POGGERS
Mortality
Profile Blog Joined December 2005
United States4790 Posts
February 15 2010 05:46 GMT
#21
When you made this map, by chance did you have massive air battles in mind?
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
February 15 2010 05:49 GMT
#22
TURTLE heaven?
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 07:10 GMT
#23
Some replays:
PvZ 1
PvZ 2
PvZ 3
TvZ 1

PvZ seems fairly ok, but TvZ... man =/
POGGERS
Rostam
Profile Blog Joined December 2008
United States2552 Posts
February 15 2010 07:15 GMT
#24
Seems like it would be hell for TvZ, some cool ideas though.
BW forever || Thall
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 08:09 GMT
#25
On February 15 2010 16:15 Rostam wrote:
Seems like it would be hell for TvZ, some cool ideas though.

TvZ is a god damn nightmare lol, even after taking down a few expansions I still lost to mass cows t_t
POGGERS
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
February 15 2010 08:18 GMT
#26
On February 15 2010 12:27 tirentu wrote:
4 bases, one choke?


no man. it's 2 girls one cup. get it right. sheesh.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 15 2010 08:30 GMT
#27
I'll comment about balance tomorrow but good job on making another very fun map, kona.
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 15 2010 09:12 GMT
#28
On February 15 2010 17:30 Saracen wrote:
I'll comment about balance tomorrow but good job on making another very fun map, kona.

yeah thanks for helping out man!
POGGERS
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2010-02-15 09:18:19
February 15 2010 09:17 GMT
#29
On February 15 2010 17:18 intoyourrainbOW wrote:
Show nested quote +
On February 15 2010 12:27 tirentu wrote:
4 bases, one choke?


no man. it's 2 girls one cup. get it right. sheesh.


nah, it's actually 1.(3) girls.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 15 2010 19:53 GMT
#30
Okay, balance:
ZvT/TvZ: Zerg has so many options against bio on this map due to the in-base 3rd gas and the 4th gas island. However, I have a feeling that that same in-base 3rd gas and 4th gas island will make mech ridiculously strong because you can turtle a really fast 3/4 gas and there's really not much the Zerg can do about it.
ZvP/PvZ: Although all this free gas is good for Zerg, the in-base 3rd gas can lead to a crazy strong timing push for Protoss. Zealot timing attacks are less strong unless the Zerg takes his 3rd at another main, while corsair heavy builds into reaver/goon/temp is actually feasible and really strong. There is a lot of muta harassment potential at the naturals. Since the mains are so big, doom drops are so much more effective.
PvT/TvP: Seems hard to get a good push as Terran. The in-base 3rd is easy to harass, and even seems to be tankable. The mains are nice and roomy for whatever you P/T players do in mains...

The only thing I dislike about this map is the scout pathing. It's sort of like Neo Harmony in that the workers sometimes glitch on scout paths.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 15 2010 19:54 GMT
#31
Good work, Kona. I had fun playing on it yesterday.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
Last Edited: 2010-02-15 20:15:15
February 15 2010 20:13 GMT
#32
I think balance will be okay on this one, but ZvP seems kinda hard with so much gas
"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
Singapore66201 Posts
February 16 2010 00:18 GMT
#33
I still have no idea where are the pathing problems though.

For TvZ, basically if you go MnM, you're gonna have a real hard time. Haven't played a TvP so not sure about that yet.

Thanks for the review Saracen
POGGERS
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 00:48 GMT
#34
LOL 4 gas in main... what the hell were you thinking kona
LEGEND!! LEGEND!!
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 16 2010 01:09 GMT
#35
It's not as bad as everyone thinks. Really! It's quite fun

Updated to 0.5!
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
February 21 2010 06:07 GMT
#36
..Bump?
POGGERS
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
February 21 2010 10:18 GMT
#37
Zergs number one strat here will be the ultra rush. I understand where you're going with this for PvT but at the same time the other MUs is gonna fall.

Like the overall look of the map though
AdministratorI'm dancing in the moonlight
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
March 01 2010 14:09 GMT
#38
Okay, some balance updates to this map (no I still haven't given up on this map!)

Comments please
POGGERS
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
March 01 2010 14:54 GMT
#39
Oh wow kona this one looks awesome I'll play a few games on it sometime this week
Hi.
TriniMasta
Profile Joined December 2009
United States1323 Posts
April 19 2010 02:07 GMT
#40
so the only possible way to expand is to either take an island or to expand in another base?
Colosseum style lol! Not a bad thing though, dont get me wrong.
Never tried the map, but it looks like its hardER, not hard, to do a siege expand on this map vs protoss. You can't hit dragoons coming into natural from your main, like Destination (on first bridge at least) or Python.
정명훈 FIGHTING!!! Play both T and P.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
April 19 2010 02:10 GMT
#41
Test tankability. It may be kinda different for different positions.

I say, hurry up and make a new map.
seRapH
Profile Blog Joined April 2009
United States9759 Posts
April 19 2010 02:11 GMT
#42
you can kill the cocoons in your base to get a 3rd...

the nat choke is small enough that FD openings, or basically anything with mines, are a decent alternative in TvP
boomer hands
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