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konadora
Singapore66158 Posts
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.
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:
Feedback and comments are all welcome
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Is it just me or are bases 7 oclock and 1 oclock smaller? im a noob does that matter?
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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.
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I think that's just because the reverse ramp looks funny on this tileset. There is a second ramp.
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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?
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Wait, does each base have 3 naturals and no further expansions?
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4 gas, 1 choke. Bad idea.
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konadora
Singapore66158 Posts
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
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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)
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Is it me or does 10 and 5 o'clock mains seem to be closer to their naturals than the other two?
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i didnt even look at map, but i know 100% its terran favored.
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konadora
Singapore66158 Posts
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.
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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.
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konadora
Singapore66158 Posts
On March 07 2010 13:11 sArite_nite wrote: kona play after my work? having dinner outside
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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:
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konadora
Singapore66158 Posts
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?
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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.
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konadora
Singapore66158 Posts
hmm.
i'm thinking of something similar, but low ground instead of high ground.
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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
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konadora
Singapore66158 Posts
Welp, this is what I got. Good? Bad?
old pic removed
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United States7166 Posts
is the name a Bleach reference?
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konadora
Singapore66158 Posts
no i never watched bleach
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No zerg have cried about lack of space to muta harass the main yet.
*runs back into the bushes*
Although that said, Matchpoint is similar in that regard. That said... this actually looks very Matchpointy...
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On March 07 2010 17:04 Zelniq wrote: is the name a Bleach reference? the name is obviously a reference to
espada
aka odin
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This map is neat, I like that you're third is easy to take but hard to hold off with it being so hard on the mineralside, as for those Expos with the Invert ramps those should be mighty hard to hold :X
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I'd play on that. I think it would look nicer if you included a small raised centerpiece though.
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konadora
Singapore66158 Posts
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I'd say take out the 2 top ones and the 2 bottom ones, so you have a diamond of them in the middle, could be interesting.
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konadora
Singapore66158 Posts
Better? 
Changes are: - Center of map mainly changed to low ground - High ground ramp thingies at center of map - 12/3/6/9 outward gas expo is now high-ground with 1 ramp leading to it
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I can almost see Harribel's tits.
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konadora
Singapore66158 Posts
On March 07 2010 20:47 darkemperor wrote: I can almost see Harribel's tits. lolwut??
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one thing i see is that the 5 o'clock and 11 o'clock and very easily siege/drop the expansions clockwise from them from their own mains while the other two cant.
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Looks like a kickass map to me now Kona, I'll be up for testing it if you want to play on it sometime. Theres just so much variety, looks like a spastic love child of outsider and zodiac.
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konadora
Singapore66158 Posts
I think I should change the 3000 minerals. They tend to become very annoying with regards to pathing.
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On March 07 2010 09:19 neobowman wrote: 4 gas, 1 choke. Bad idea.
I have to agree with this.
Though it might result in some very different styles of play than your normal map.
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When I look at this map, I hope my opponents don't spawn clockwise to my base...
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konadora
Singapore66158 Posts
On March 11 2010 12:46 RoieTRS wrote: Is the center buildable? Nope.
On March 11 2010 15:05 On_Slaught wrote:I have to agree with this. Though it might result in some very different styles of play than your normal map.
It can end up to be either a very intense early-mid game due to timing pushes, or a very fast macro game (as in, the 'macro' stage gets pushed forward much faster thanks to the easily available expansions).
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I can see mass turtle fest for terrans. >.<
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konadora
Singapore66158 Posts
http://www.teamliquid.net/staff/konadora/4_Espada_095.scm
I did some minor changes, as well as a change to that 4 mineral wall. It's now 4 mineral patches stacked 16 times, 150 value each iirc. That gives your eco a HUGE boost (like 64-80 mineral income per second), fast forwarding the 'macro' stage timing.
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