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Starparty+Empyrean BlizzCon Final submission - Page 2

Forum Index > BW General
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Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
August 12 2005 00:59 GMT
#21
Thankyou we really hope it will play as good as we think
The artist formerly known as Starparty
Empyrean
Profile Blog Joined September 2004
17082 Posts
August 12 2005 02:15 GMT
#22
I hope we win

I can't wait for replays to be uploaded of like Nal_rA vs. Boxer or something. Two unorthodox players XD
Moderator
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
August 12 2005 03:41 GMT
#23
:D
The artist formerly known as Starparty
Tfums
Profile Joined February 2005
Canada476 Posts
Last Edited: 2005-08-12 04:24:48
August 12 2005 03:52 GMT
#24
On August 11 2005 21:52 Bill307 wrote:
Hmm... an interesting idea. I'm not sure how to evaluate the map...


It's a lot easier to just say no and walk away quietly.
Nobody became a hero by dieing for their country, they made the other bastards die for theirs!
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
August 12 2005 04:00 GMT
#25
Actually I was thinking about it some more last night (damn Troku is right: I should have just waited until this morning or something instead of losing sleep thinking about it -_-;;;;; ). And I take back what I said about Z>P because it's "relatively" easy to acquire 3 gases as toss. Also the low-min nat in your main will again aid toss in this matchup (that is, until Zerg starts to harvest from their 2nd expo).

So again I'm undecided . I also didn't think the paths at the side were very useful, but I'll wait until I get home to think about it some more and elaborate on why.
Musli
Profile Blog Joined February 2004
Poland5130 Posts
August 12 2005 04:20 GMT
#26
i dont like exps in main bases. beside it its a very nice map =)
Our greatest glory is not in never falling, but in rising every time we fall || mail/msn: muslii@gmail.com
MaGnIfIcA
Profile Joined October 2002
Norway2312 Posts
August 12 2005 07:23 GMT
#27
This map looks hot
Wannabe sMB member yo, so spankable-.-v;;
Physician *
Profile Blog Joined January 2004
United States4146 Posts
Last Edited: 2005-08-13 09:48:57
August 12 2005 11:23 GMT
#28
Decent map, will make for interesting games. I smell winner. Also the sublimininal yin-yang motif is art - and that my fellow gamers is the true idea behind the map - the eternal conflict - the pure 1v1 - the ebb and flow of warfare. Nice subliminal with the start up base colors go go S.Korea use that tai chi! Clever map in many ways.

http://www.chinesefortunecalendar.com/yinyang.htm
"I have beheld the births of negative-suns and borne witness to the entropy of entire realities...."
Empyrean
Profile Blog Joined September 2004
17082 Posts
August 12 2005 13:54 GMT
#29
If this map wins,

Empyrean :
Starparty :



Fuck yes.
Moderator
nortydog
Profile Joined December 2003
Australia3067 Posts
August 12 2005 14:11 GMT
#30
WOW very beautiful map, looks like a tonne of fun to play, cant wait to have a game on it
NoCleanFeed.com
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
August 12 2005 18:16 GMT
#31
On August 12 2005 13:00 Bill307 wrote:
Actually I was thinking about it some more last night (damn Troku is right: I should have just waited until this morning or something instead of losing sleep thinking about it -_-;;;;; ). And I take back what I said about Z>P because it's "relatively" easy to acquire 3 gases as toss. Also the low-min nat in your main will again aid toss in this matchup (that is, until Zerg starts to harvest from their 2nd expo).

So again I'm undecided . I also didn't think the paths at the side were very useful, but I'll wait until I get home to think about it some more and elaborate on why.


well as you can see, the big questionmark here is the in-base 1nat. Altough we did discuss that quite alot and based on those conclusions we made i must say that it really should be both quite interesting and balanced.

The sidepaths obviously have no direct function in early game except beeing expos wich can be harrased from behind the mineralline. That, by itself, is reason enough to have them, but what the picture might not show is that the 3 slots closest to the center only contains 500 minerals, thus opening new paths quite quickly as you play. This way the map may continuously change shape during a game. 1 game it might only be the center that is plyed on, but another game every block might be opened up, and suddenly there are 3-4-5 ways of entering hostile territory instead.

Well, im definitelly flattered by You not beeing able to sleep because thinking of our map I think Empy would feel the same...
The artist formerly known as Starparty
uhjoo
Profile Joined October 2004
Korea (South)1740 Posts
August 12 2005 18:18 GMT
#32
i obviously haven't playtested the map but i'll make a few comments based solely on looking at the map:

there are alot of interesting ideas here but i almost feel like there's too much going on-- in other words there are too many different themes. sometimes complexity breeds confusion rather than depth but to be more specific:

1) i really like the paradoxx land map theme, it obviously invites fe by P and T and there could be lots of head games on whether to prevent the fe or to play for mid/late game by matching expansions or outexpanding

2) the mineral wall on the low ground natural doesn't do much for me for two reasons: first, taking that low ground expansion will likely not happen very early as they're so wide open to attack so i just don't see the mineral wall coming into play unless the games get very long, and second, even when the side paths get open it's not a particularly interesting new path because the side path still leads directly to the critical chokes rather than a backdoor. i'm guessing the "reward" of breaking through the mineral wall is to be able to easily access the expos on the right and left for harass purposes but this is not much of a reward b/c of my next critique, which is:

3) i feel like the gas expos on the right and left of the map will also rarely come into play b/c no matter where your starting position is they're hard to defend/secure

hope this type of critique is what you're looking for~
i want bubbles the warrior monkey back
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
Last Edited: 2005-08-12 19:28:45
August 12 2005 19:27 GMT
#33
On August 13 2005 03:18 uhjoo wrote:
i obviously haven't playtested the map but i'll make a few comments based solely on looking at the map:

there are alot of interesting ideas here but i almost feel like there's too much going on-- in other words there are too many different themes. sometimes complexity breeds confusion rather than depth but to be more specific:

1) i really like the paradoxx land map theme, it obviously invites fe by P and T and there could be lots of head games on whether to prevent the fe or to play for mid/late game by matching expansions or outexpanding

2) the mineral wall on the low ground natural doesn't do much for me for two reasons: first, taking that low ground expansion will likely not happen very early as they're so wide open to attack so i just don't see the mineral wall coming into play unless the games get very long, and second, even when the side paths get open it's not a particularly interesting new path because the side path still leads directly to the critical chokes rather than a backdoor. i'm guessing the "reward" of breaking through the mineral wall is to be able to easily access the expos on the right and left for harass purposes but this is not much of a reward b/c of my next critique, which is:

3) i feel like the gas expos on the right and left of the map will also rarely come into play b/c no matter where your starting position is they're hard to defend/secure

hope this type of critique is what you're looking for~


The idea of that small mineralblock is not much as giving reward if taking it, its rather a punnishment of you -don't- take it. Imagine terran setting up a steady push in the center. If p was slacking in the beginning and dint open up the map to better suit protoss gamestyle, then he has to blame himself, and has to find another way of gaming.

The side expos are easier to take than it might look, dont forget that you have both the best prefered routes to that exp, both on highground, and below the high ground. By making maps with similar theme, ive noticed that that exp will act more as the "2nat" than the actual 2nat does.

just because you can enter the exp on the otherside and harass doesnt mean you cant hold the exp. It should in no way be more difficult than a normal cliff, actually even easier since you have free line of sight. 2-3 photon, 2-3 sunk, a bunker.. its not like there is space to fit an entire army up there. Thinking about it, it might perhaps even be easier to hold.. im not really sure.

if there actually would be any expansions that are "unnessecary", it would be the islands, since they are not really integrated to the gameplay. We added them because, as bill said, islands usually makes funny games.

And as i said before. The only real "spectacular" thing would be the 1nat expanding possibillities.. The walls have been tried in other maps before. By the experience from making maps similar to this one with strategies matching these, id say the map probably is at it's pinnacle as it is... But thanks, i love to discuss these things objectivly.
The artist formerly known as Starparty
mcmascote
Profile Joined September 2004
Brazil1575 Posts
August 12 2005 19:49 GMT
#34
I didnt like it. I think terrans will just ownz in every match up cause its so easy to take second gas and later the third gas.
I'm not like those guys who say this to all maps posted here.

btw i'm t player..
The smallest minority on earth is the individual. Those who deny individual rights cannot claim to be defenders of minorities.
RaGe
Profile Blog Joined July 2004
Belgium9951 Posts
August 12 2005 20:08 GMT
#35
On August 11 2005 22:15 Empyrean wrote:
Also, the only way for Zerg to Sunken wall without 3 hat is to build the Hatchery on the other side of the minerals. Zerg players probably won't do this though. Oh well.

Thanks for your positive (?) review, Bill


yeah thats probably one of the best aspects of the map, that idea, it makes it very original and interesting

I like it when maps require thinking so I can play mind games with my opponents
Moderatorsometimes I get intimidated by the size of my right testicle
boongee
Profile Joined November 2004
United States967 Posts
August 12 2005 20:40 GMT
#36
How many maps will there be for blizzcon? Three? At that rate, it'd be awesome if any of us won and got our map played like that.
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
August 12 2005 21:34 GMT
#37
Ofcourse i hope my map(s) wins, but it would really be awesome if any BWM.net user would win atleast one spot. It would be great to make perhaps an interview and such. It would definitelly be good for the site, if the users get well known in the community as mapmakers. Perhaps the maps wont be avoided because they arent made by "pros" anymore then :p...
The artist formerly known as Starparty
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
August 12 2005 22:22 GMT
#38
On August 12 2005 22:54 Empyrean wrote:
If this map wins,

Empyrean :
Starparty :

"............"
Fuck yes.


omg those smileys sux
The artist formerly known as Starparty
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
August 13 2005 06:16 GMT
#39
On August 13 2005 05:40 boongee wrote:
How many maps will there be for blizzcon? Three? At that rate, it'd be awesome if any of us won and got our map played like that.


5 maps. So i guess its possible that atleast 1 of us get a map in the pool :o
The artist formerly known as Starparty
Vharox
Profile Blog Joined June 2004
United States1037 Posts
Last Edited: 2005-08-13 06:35:34
August 13 2005 06:34 GMT
#40
On August 11 2005 22:15 Empyrean wrote:
Also, the only way for Zerg to Sunken wall without 3 hat is to build the Hatchery on the other side of the minerals. Zerg players probably won't do this though. Oh well.

Thanks for your positive (?) review, Bill

I'm a z player and once I saw that I thought exactly that. I would 12 hacth at ramp and then third hatch at gas. It would work. Especially vs p.

EDIT: Oh and awesome map :-D looks so fun to play on.
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