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[Map] Espada

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
March 06 2010 23:47 GMT
#1
Here's something I worked on yesterday. Somehow ended up looking like a 4-player Outsider lol.

Still in beta testing, no balance testing done yet, no doodads/deco added as well.

Espada 0.7
[image loading]


Resources:
Main: 9M1G
Nat: 7M1G
First expo: 9M1G (600/2500)
Second expo: 4M1G (3000/2500)
Gas towards center (along 4M wall): 1G (5000)

Concept:
What sets this apart from Outsider is that firstly, this is a reverse high-ground map. You can wall off your natural with 1 depot 1 rax, but that will leave you very vulnerable to early attacks due to the reverse ramp. Aggressive play is recommended here.
However, you can wall off at your main and take the other expansions, but with only one way out, you will also be facing lots of trouble if you turtle too long. Therefore, your expansion choices will be ever more important on this map.
Second, unlike Outsider where you can eventually get around the sides, the 4M wall on this map has the minerals valued at 3000, meaning it will take a very long time for a player to use that path. Of course, this may change once balancing starts being tested.
Also, neutral CC in center of the map for the lulz. (Thanks to Holy World for that star as well)

Download links:
  • Version 0.7


Feedback and comments are all welcome
POGGERS
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
March 06 2010 23:55 GMT
#2
Is it just me or are bases 7 oclock and 1 oclock smaller?
im a noob does that matter?
Nada's body is South Korea's greatest weapon.
Necosarius
Profile Blog Joined September 2009
Sweden4042 Posts
March 06 2010 23:57 GMT
#3
Is the choke placement to 4 and 8 o'clock wrong? I mean, the choke is facing the middle of the map and there is no second choke so you can walk down there from your main.
hayata2.0
Profile Joined January 2010
Canada655 Posts
Last Edited: 2010-03-07 00:00:35
March 07 2010 00:00 GMT
#4
I think that's just because the reverse ramp looks funny on this tileset. There is a second ramp.
zealing
Profile Blog Joined January 2009
Canada806 Posts
March 07 2010 00:00 GMT
#5
ya some bases are bigger then others but thats easily fixable. and you can't get out of your base it seams....or is my vision that bad?
Think you got lag? It took Jesus 3 days to respawn.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 07 2010 00:10 GMT
#6
Wait, does each base have 3 naturals and no further expansions?
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 07 2010 00:19 GMT
#7
4 gas, 1 choke. Bad idea.
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
March 07 2010 00:21 GMT
#8
lol the reverse ramps look terrible on minimap.

yes you can get out of all the bases. All starting positions have a 2nd ramp.

Hmm it does seem like 7 and 1 oclock seems smaller. Should fix that.

On March 07 2010 09:10 Chairman Ray wrote:
Wait, does each base have 3 naturals and no further expansions?


yup
POGGERS
VoriuM
Profile Joined March 2009
Belgium83 Posts
Last Edited: 2010-03-07 00:27:25
March 07 2010 00:26 GMT
#9
Looks a lot like holy world imo, don't see how it's outsider
Like those expos with the unsafe min line (and ofc the neutral cc :D)
ghrur
Profile Blog Joined May 2009
United States3786 Posts
March 07 2010 01:02 GMT
#10
Is it me or does 10 and 5 o'clock mains seem to be closer to their naturals than the other two?
darkness overpowering
YPang
Profile Blog Joined April 2007
United States4024 Posts
March 07 2010 01:28 GMT
#11
i didnt even look at map, but i know 100% its terran favored.
sMi.Gladstone | BW: B high| SC2: gold T_T
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
March 07 2010 02:54 GMT
#12
On March 07 2010 10:02 ghrur wrote:
Is it me or does 10 and 5 o'clock mains seem to be closer to their naturals than the other two?

it's pretty even. I'll just shift the 1/7 mains a bit closer I guess.
POGGERS
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
March 07 2010 04:11 GMT
#13
kona play after my work?
zergnewb
Profile Blog Joined April 2009
United States816 Posts
Last Edited: 2010-03-07 04:18:44
March 07 2010 04:18 GMT
#14
I keep thinking there is something totally messed up then the more I think of it the more balanced it seems.. Map actually seems pretty cool. Though the fact that the 3, 6, 9, and 12 o'clock bases are so easy to harass is a bit messed up.
Welcome to the Durst-Zone
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
March 07 2010 04:29 GMT
#15
On March 07 2010 13:11 sArite_nite wrote:
kona play after my work?

having dinner outside
POGGERS
deth
Profile Blog Joined August 2009
Australia1757 Posts
March 07 2010 07:02 GMT
#16
Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D:
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
March 07 2010 07:03 GMT
#17
On March 07 2010 16:02 dethrawr wrote:
Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D:

haha yeah, as i mentioned earlier, no decos yet :p

any suggestions for what to put in the middle?
POGGERS
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
Last Edited: 2010-03-07 07:18:09
March 07 2010 07:17 GMT
#18
On March 07 2010 16:03 konadora wrote:
Show nested quote +
On March 07 2010 16:02 dethrawr wrote:
Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D:

haha yeah, as i mentioned earlier, no decos yet :p

any suggestions for what to put in the middle?


Maybe a large rampthing like Acro had in the center
http://www.teamliquid.net/tlpd/images/maps/234_Acro.jpg

But big.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
March 07 2010 07:22 GMT
#19
hmm.

i'm thinking of something similar, but low ground instead of high ground.
POGGERS
Loanshark
Profile Blog Joined December 2008
China3094 Posts
March 07 2010 07:35 GMT
#20
On March 07 2010 16:03 konadora wrote:
Show nested quote +
On March 07 2010 16:02 dethrawr wrote:
Love the concept, but the lack of terrain and features to navigate around in the centre makes the map boring imo. All around the edge of the map is really nice and would facilitate creative play, but when you get out in the middle its like, open plains D:

haha yeah, as i mentioned earlier, no decos yet :p

any suggestions for what to put in the middle?


Some cliffs?

The current wide open middle is going to cause some serious balance issues
No dough, no go. And no mercy.
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