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konadora
Singapore66131 Posts
Features: A remake of one of my old maps! (Link here)
Changes: - Main's minerals positioning changed - Big ramp towards third removed - Third made easier to attack against, with wider ramps. - Redesigned natural
Downloads: - 2.0 (melee) - 2.0 (obs)
1.0 to 1.1 change(s): - Made natural a bit tighter to allow easier forge FE/Terran wall-in (9 pool and variations too strong, making taking natural nearly impossible)
Features: - Designed to be a huge macro map - Lots of resources on the map - Hallucinated mineral wall (that will disappear after some time) to prevent fast strong cheese (due to short distance between mains) - Majority of high ground in the middle is unbuildable (except for some areas near your expansion)(Terran leapfrog push imbalance issue)
Resources: Main: 10M1G Natural: 8M1G (one mineral is 749) Mid High-ground expo: 8M2G (each geyser is 2500) Mid temp-island expo: 7M1G (blocked off by 2 Xel'Naga Temples stacked twice each) Corner expo: 10M2G (Both gas are 5000) Island expo: 10M2G (Minerals are 749, Gas are 2500) 12 o'clock expo: 8M1G
Downloads: - 1.1 (melee) - 1.1 (obs)
Features: - Baekmagoji-style mains with dual gas and 2x "standard" amount of minerals - Huge center of map - Hallucinated minerals that helps speed up mining a bit early in the game, making early game tactics more viable without economy sacrifice (More info here) - Dual gas expo blocked with a wall of Zerg eggs at the ramp facing the enemy, making taking that expo early easier to defend. - Some parts of high ground are unbuildable (Terran imbalance issue) - Neutral CC at center of map
Resources: Main: 19M2G (2 minerals are 450, 2 minerals are 300) + 7M (Hallucinated) Mineral-only: 5M 12/6 o'clock expo: 7M1G Corner expo: 10M2G Center expo: 8M1G
Downloads: - 1.0 (melee) - 1.0 (obs)
Features: - Standard 4 player rotational-symmetry map
Resources: Main: 9M1G Natural: 8M1G 3rd: 7M1G Center expo: 7M1G (Minerals: 1000, Gas: 1000)
Downloads: - 1.01 (melee) - 1.01 (obs)
Features: - Standard 4 player map - However, Line-of-Sight blockers (used in Demon's Shiver (credits to Protoss4Ever for making the map and coming up of the idea) covers most of the center of map (except for snow patches), giving a new challenge in battles. - BUT, there are some pathing issues which I have yet to resolve - Neutral creep colony to help Zergs defend easier.
Resources: Main: 9M1G Natural: 8M1G Mineral-only: 7M 12/6 o'clock expos: 8M1G 3/9 o'clock expos: 3M1G (Minerals: 3000, Gas: 10000)
Downloads: - 0.7 (melee) - 0.7 (obs)
Have a nice day!
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- Hallucinated minerals that helps speed up mining a bit early in the game, making early game tactics more viable without economy sacrifice
O_O can you explain how this works? How do hallucinated minerals speed up mining? Wouldn't they just be fake minerals?
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konadora
Singapore66131 Posts
Oops, forgot to further elaborate:
the hallucinated minerals are 1 grid closer to the town halls, so in the early game, economy will not be sacrificed while defending/attempting cheese, but after a while, it disappears (being hallucinated), thus not affecting the entire game in the long run (as compared to if the minerals were NOT hallucinated)
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Ooh so you can still mine from hallucinated minerals, didn't know that. It would be pretty cool if OGN/MBC used this technique in next season's maps
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konadora
Singapore66131 Posts
yes you can mine from the hallucinated minerals
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tundra seems fun! reminds me of that map with a bunch of critters that some progamers were playing on :D
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ALLEYCAT BLUES49701 Posts
Tundra has the most retarded pathing I have ever seen,actually no,Benzene had worse.
Also Pokeball!!!!
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Hallucinated minerals? That sounds baller. OGN/MBC better get on that quick.
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Hallucinated shit. That should be a future map quality. I want some hallu ultras, dts, and mines. That would be cool.
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I don't know about tundra, all that snow is gonna hurt my eyes. maybe you should change the tileset to twighlight or jungle
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You should give Eternal Wind to KeSPA.
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Oh sweet, I didn't know you could mine hallucinated minerals ^^
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Bisutopia19200 Posts
sick Job Kona! I will follow u to the end of moridor!
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Australia7069 Posts
i cant believe you'd put tundra on the release that map made me sad.
i like the look of vanguard tho
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Invictus is pretty amazing.
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Eternal Wind looks pretty awesome. I have to say that those hallucinated minerals on Vendetta made me trip balls, when did you find out about them?
also: I always thought Singapore was jussttt in the Southern Hemisphere, my bad.
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On October 08 2010 13:10 konadora wrote:yes you can mine from the hallucinated minerals  Something new everyday...
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I read th thread title and though kona fell down. which would explain his utter absence from SEA sc2 server
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Oh wow i never thought about your use of the hallu minerals. Personally i did "fastest" minerals with them. ^^
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I really want Vanguard to be a proleague map, looks like it'd give the best games ever, and Vendetta's hallu mineral is pretty awesome, too.
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Hallucinated minerals! Way to go Kona! Congrats !!
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konadora
Singapore66131 Posts
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ALLEYCAT BLUES49701 Posts
I wish I could give some real feed back to those maps...looking for players to play with,which I'll find after I'm done with my assignments..
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konadora
Singapore66131 Posts
fixed a minor bug with Invictus (top left Forge/FE was handicapped with 1 grid less space)
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nice. good to see you are still making bw maps
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Eternal Wind, Vendetta and Invictus look great! Any chance we might see those on iCCup official map list?
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What's that on the top left and bottom rigt ramp?
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Awesome looking maps kona :D
On October 10 2010 22:10 BLinD-RawR wrote: I wish I could give some real feed back to those maps...looking for players to play with,which I'll find after I'm done with my assignments..
I might play latter on, say like 02:00 GMT (+00:00)
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konadora
Singapore66131 Posts
Small update to Vanguard. (made natural easier to take)
On October 13 2010 01:22 FlopTurnReaver wrote: What's that on the top left and bottom rigt ramp?
I'm assuming you're talking about Vendetta? Those are neutral eggs. To help make taking that expansion and defending it easier. Might consider removing it though, seeing how that expo is going to be taken late-game.
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thedeadhaji
39489 Posts
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konadora
Singapore66131 Posts
Profile -> [x] Resize large images that distort the layout
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thedeadhaji
39489 Posts
On October 13 2010 02:53 konadora wrote: Profile -> [x] Resize large images that distort the layout
FFFFFFFFUUUUUUUUUUUUUUUUUUUUUU (thanks kona )
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Russian Federation3329 Posts
sorry so late... but can you like make a map pack with all of them?
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ALLEYCAT BLUES49701 Posts
Oooooh anyone up for games on these maps?
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Russian Federation4405 Posts
On October 08 2010 14:14 oBlade wrote: You should give Eternal Wind to KeSPA. and it becomes another Central Plains T_T 4 easy gas...
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On October 10 2010 05:41 Kenpachi wrote: Hallu mins!? genius Kona Not to be a dick, but common. These innovations come from BWMN.
What usually ends up happening: a person on BWMN with tonnes of time discovers a new thing that works in melee. A bunch of people make maps for it on BWMN. A Korean sees it, copies it and puts his map on a Korean map site. Then the professionals see it and start playing around with it to see if it can be used in an interesting, yet balanced way. 1-2 years later it's in the proscene.
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Although, I'm not even near a skilled enough player to understand and appreciate these maps, they look so damn awesome, gw. I like Vendetta with the hallu mins, pretty cool. ^_^
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All I see on these maps is proxy locations. It terrifies me.
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