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(2)Gridiron.scx (Observer compatible)

Forum Index > BW General
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Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-18 01:36:43
February 16 2010 00:11 GMT
#1
Okay, here's my second map, hopefully less imba than the first one...

UPDATE:
I made some changes to the map and the draft now looks like this; I'll update the DL link if people are okay with this new version.

Provisional version 0.8b:
[image loading]


Changelog:
-Removed platform at main
-Added 500 mineral patch to main
-Added two 750 mineral patches to 3rd gas expansions
-Widened ramps to 3rd gas
-Added low ground near mineral line to 3rd gas
-Corner expo shrunk
-Corner expo ramps merged
-Doubled minerals at corner double gas expansions and halved resource amount to 750 each (so no actual net change in total resources, only rate of collection changed)
-Removed backdoor island, moved further to become a "true" island
-Island expansion mostly unbuildable minus space for 2 turrets and CC/addon
-Added overlord-safe patch of basilica near main mineral line
-Reduced cliffage near natural expansions and corner expansions
-Significantly modified natural choke shape and size.
-Added narrow cliff surrounding main to prevent vision from low ground tanks


+ Show Spoiler [ver 0.72, the one in the DL link] +

Version 0.72b:
[image loading]

-Center ramps are high ground, tanks on the edge on one ramp can just hit tanks on the closer edge on an adjacent ramp, but needs vision.
-Corner 2gas are 2500 each.
-Tanks cannot hit the natural from the closest ramp.
-Neutral buildings show suggested walls for Terran and Protoss forge FE. Terran wall is everything tight while P wall is 1 matrix between nex and the rest of the structures. (They are not actually in-game)


DL:
Gridiron 0.72b.scx
Observers

Also, does anyone know of a good twilight ramp template? All the ones I found suck massively so I wasted a lot of time making them.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
PH
Profile Blog Joined June 2008
United States6173 Posts
February 16 2010 00:14 GMT
#2
Did you try the ones from Ride of Valkyries? That one doesnt look too bad from what I remember.
Hello
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 16 2010 00:17 GMT
#3
u can just copypaste...
POGGERS
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-16 00:20:03
February 16 2010 00:18 GMT
#4
On February 16 2010 09:14 PH wrote:
Did you try the ones from Ride of Valkyries? That one doesnt look too bad from what I remember.


Those were default Blizzard ramps (which cannot be made to face backwards) and extended basilica ramps, so it's incompatible with what I'm trying to do here. Thanks though .

On February 16 2010 09:17 konadora wrote:
u can just copypaste...


From where, exactly? I mentioned the lack of non-sucky templates in my post and I do not recall any maps, KeSPA or otherwise, with ramps similar in size to mine.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 16 2010 00:20 GMT
#5
I'll upload the template map for you, from there you can just copypaste. Gimme a min.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 16 2010 00:22 GMT
#6
Twilight Ramps template map

^^ Click
POGGERS
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 16 2010 00:26 GMT
#7
On February 16 2010 09:22 konadora wrote:
Twilight Ramps template map

^^ Click


Thanks, but that's unfortunately the one I was talking about. You can notice significant "blocking" on a lot of the ramps (even the forward ones, which does not make sense since they are easier to make once you find the side tiles).
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
Last Edited: 2010-02-16 01:13:25
February 16 2010 00:27 GMT
#8
really wide expo choke imo

kwanrolling in zvp too ez

can you glitch a probe/*SCV* (fixed) through the neutral buildings for hidden expo's?
Nony is Bonjwa
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
Last Edited: 2010-02-16 00:40:41
February 16 2010 00:35 GMT
#9
What do you mean, blockings?
POGGERS
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-16 00:45:23
February 16 2010 00:43 GMT
#10
On February 16 2010 09:35 konadora wrote:
What do you blockings?


[image loading]


There are more if you scrutinize them, but I just pointed out the obvious ones. (The rest of the ramps have similar issues.)

On February 16 2010 09:27 Nal_rAwr wrote:
really wide expo choke imo

kwanrolling in zvp too ez

can you glitch a probe/drone through the neutral buildings for hidden expo's?


Expo choke is actually standard size, ramp is longer but the actual choke (vertically) is quite narrow, and as you can see standard Supply-Supply-rax size.

The neutral crystals cannot be glitched through, as far as I am aware.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 16 2010 00:48 GMT
#11
Oooh. But you really can't do anything, unlike Jungle tileset, you don't really have much of a choice. These are probably the best you can find, unless you're willing to experiment for hours on a balanced, good-looking ramp that won't make LoS and high ground/low ground areas go nutsy.
POGGERS
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 16 2010 00:56 GMT
#12
I think I've arrived at a decent solution with my ramps in this map; I dragged out a line of high dirt, a line of low dirt, and just copy-pasted the top/bottom of those together and threw in two unbuildable tiles from the low sunken ground ramps. The advantage is that you don't get copy-pasted appearances and that LoS and hit% are guaranteed to work, but the disadvantage is that it sets a minimum length for the ramps and might require you to add in extra unbuildable tiles at the end to make sure that people can't build directly on top of the ramps.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
IGoUnseen
Profile Joined September 2009
United States72 Posts
February 16 2010 00:57 GMT
#13
This map looks impossible PvT. Terran has so many tank drop locations, and high ground will be so nasty for protoss.
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
Last Edited: 2010-02-16 01:05:59
February 16 2010 01:02 GMT
#14
Btw the crystals may cause pathing issues, why not just do a sync with basilica, crushed rock, high dirt (cliff), flagstone and some sprite doodad? That way, it looks much nicer AND doesn't cause pathing issues.

One example would be a map I made last year:

[image loading]

Look at the long high ground near the center, the top one near the water. You can see some sync there.
POGGERS
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-16 01:10:07
February 16 2010 01:07 GMT
#15
On February 16 2010 10:02 konadora wrote:
Btw the crystals may cause pathing issues, why not just do a sync with basilica, crushed rock, high dirt (cliff), flagstone and some sprite doodad? That way, it looks much nicer AND doesn't cause pathing issues.


I'm lazy >.>

I don't think any units would click into the expansion from outside with the intent of getting in, and it's disconnected from everything else. If this map becomes popular (I doubt it will) it may be a viable modification in the future, but for now it'll have to do.

EDIT> That's a very nice effect, although I'm by no means a terrain master and something like that could take upwards of hours for me to do, so right now I'm stuck to placing off-matrix sprites to block off paths.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
February 16 2010 01:10 GMT
#16
4 bases on one choke? or am i looking at it wrong
Writer
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 16 2010 01:12 GMT
#17
On February 16 2010 10:10 Kiante wrote:
4 bases on one choke? or am i looking at it wrong


2 gas and 1 min-only on one choke, and an island, which is the same of what you'll get if you take an island expo in Andromeda.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
Last Edited: 2010-02-16 01:16:22
February 16 2010 01:12 GMT
#18
just checked it

the neutral buildings could be glitched through with pylons, no surprise there

but early ninja expo could be interesting

so thats 4 bases (1 of which is mineral-only) on 1 double-choke

turtle and win
Nony is Bonjwa
konadora *
Profile Blog Joined February 2009
Singapore66366 Posts
February 16 2010 01:14 GMT
#19
Lol that just took me like 10-15 minutes :p
POGGERS
JohnColtrane
Profile Blog Joined July 2008
Australia4813 Posts
February 16 2010 01:18 GMT
#20
On February 16 2010 10:02 konadora wrote:
Btw the crystals may cause pathing issues, why not just do a sync with basilica, crushed rock, high dirt (cliff), flagstone and some sprite doodad? That way, it looks much nicer AND doesn't cause pathing issues.

One example would be a map I made last year:

[image loading]

Look at the long high ground near the center, the top one near the water. You can see some sync there.


konadora that map looks so awesome
HEY MEYT
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