A 3vs3 player map where allies spawn together under Use Map Settings.
I was going to call this map Electro-Benzene-Breakers but I thought the name wasnt serious enough so I came up with a Latin name to make the map sound more epic.
Presenting... Snowflake Sandwich
Features 1.Defeat screen only when you and your allies have all died.
2. Map is greyed out at the start of the game rather than blacked out, so the layout of bases and terrain is visible.
3. Each team has a Watch Tower. If a unit is on its own Watch Tower, the whole team gains vision of the adjacent ramp. Players cannot operate the enemy Watch Tower, only your own Tower can be used. The vision granted does not detect cloaked units.
4th February 2012 Version 2.0 Snowflake Sandwich -Closed bottom path -Rearranged mains -Widended centre and paths -Rearranged 3rds and added neutral expansions
9th February 2012 Version 2.2 Snowflake Sandwich -Added Watch Towers -Centre Hill is unbuildable
7th March 2012 Version 3.0 Snowflake Sandwich -Centre Hill reduced -Centre Ramps added -Larger Watch Tower Ramps added -Entance to mains altered -Larger and rearranged mains -Larger bridges -More buildable space at expansions
Cargo is uniformly distributed in bays, for this space platform is a storage vessel of the Magnus 6M class. Its modular design allows the Terran Confederacy to use the ship for a range of assignments, increasing or decreasing the capacity as needed. In its largest configuration, the Magnus chassis is nearly as large as the standard Super Tankers employed on many human mining operations in the galaxy. This impressive scale has lead to the 6M model gaining the nickname 'Supermeaty Man' even when only being used as a small inter-lunar transport.
Is there supposed to be a neutral building or something between the yellow/white spawn circles? Or is it actually just a straight walk from teal to brown?
is it actually just a straight walk from teal to brown?
Yeah its open.
@2Pacalypse- You are a 3v3 player I believe. Please please upload your replays (to the broodwarmaps.net page) for me to look over if you and your friends play the map. It is vital for me to watch games between more skilled players so that my maps can be improved in the future.
Anyone can upload a replay though even if it is a noob game. I want my maps to be fun at the lower end of the spectrum too. Especially as it is a 3v3 map. Also Ill probably host some games tonight in a few hours.
If blue / orange takes the geyser below their main building instead of the one above before teal / brown gets gas, teal / brown doesn't get a geyser. Not a big deal if people know what they're doing at all, but it seems unnecessary to have it that way.
I'd recommend using more choke points so people can play more macro oriented. Then again, I don't know anything about 2v2 and certainly don't know anything about 3v3.
Cargo is uniformly distributed in bays, for this space platform is a storage vessel of the Magnus 6M class. Its modular design allows the Terran Confederacy to use the ship for a range of assignments, increasing or decreasing the capacity as needed. In its largest configuration, the Magnus chassis is nearly as large as the standard Super Tankers employed on many human mining operations in the galaxy. This impressive scale has lead to the 6M model gaining the nickname 'Supermeaty Man' even when only being used as a small inter-lunar transport.
I like the way this map looks. Could definitely lead to some interesting 3v3s.
My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).
Thankyou to everyone who has been kind. The encouragement is appreciated. At the same time, feel free to completely rip into the map, I have no problems with that. So yeah Id love to read what you originally wrote SolaR- for example. @Aeres
teal / brown doesn't get a geyser if...
Yeah its true, but Im confident its not something to get 'steamed up' about.
@CrtBalorda
looks really cool all in all
Nono its Cardinalallin, but whatever.
@tryummm
I'd recommend using more choke points so people can play more macro oriented. Then again, I don't know anything about 2v2 and certainly don't know anything about 3v3.
Thanks for the suggestion, and I definately take them all seriously (see above). I think the map is pretty tight already and you have to consider 6 armies on the field with maps like this, so that changes things. Much is buildable though so players can artificially restrict the flows.
I'm really interested in the gameplay on such a map. Strategically it seems it might be very different from 3v3 on Hunters, but I haven't played enough 3v3 on Hunters to understand it in principle so I don't know.
this was fun to play on! Played a 2v2 on it, has some interesting strategic possibilities to explore.
On February 03 2012 06:23 moopie wrote: I like the way this map looks. Could definitely lead to some interesting 3v3s.
My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).
Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s
Minerals/gas at the top should be fixed. That square design is awful, especially at the bases 2nd from top of the map. Try moving the gas so that it's directly to the side of the cc/hatch/nex.
On February 03 2012 06:23 moopie wrote: I like the way this map looks. Could definitely lead to some interesting 3v3s.
My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).
Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s
I meant for the bottom 2 spawns, with the gap existing like this it leaves a ground path that is too short. It also makes the mains very hard to secure early on. If that bottom gap was closed it would lead to more stable games imo (this is just my impression of it based on the image).
On February 03 2012 20:36 ArvickHero wrote: this was fun to play on! Played a 2v2 on it, has some interesting strategic possibilities to explore.
On February 03 2012 06:23 moopie wrote: I like the way this map looks. Could definitely lead to some interesting 3v3s.
My only concern is that the land path is extremely short (straight line) so cheesing might be an issue, but I suppose you could wall the little entrences to the mains (leaving only the large opening up top).
Cheesing? I believe the map is meant to encourage very aggressive play, so cheese isn't that much of an issue lol. It's a nice refreshing break from economic-heavy 1v1s
I meant for the bottom 2 spawns, with the gap existing like this it leaves a ground path that is too short. It also makes the mains very hard to secure early on. If that bottom gap was closed it would lead to more stable games imo (this is just my impression of it based on the image).
That distance is even shorter than some spots on Hunters map. I think this map would have very similar playstyle to Hunters in early game (meaning early aggression and nonstop micro) and if it goes to mid/late game, upper half of the map is much more opened than Hunters so it could get pretty interesting.
Anyone here a Hunters player on fairly decent level that would want to play on this map sometimes?
Destructible buildings at the bottom gap would be solve early game problems. Also, like someone said earlier, the linear mineral arrangement looks pretty bad. Should be staggered or have gaps to look more natural.
On February 04 2012 07:42 aokces wrote: Destructible buildings at the bottom gap would be solve early game problems. Also, like someone said earlier, the linear mineral arrangement looks pretty bad. Should be staggered or have gaps to look more natural.
Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played.
We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.-
But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^
On February 04 2012 08:38 2Pacalypse- wrote: Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played.
We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.-
But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^
There never were any destructible buildings in SCII, only in Brood War (Medusa, Arkanoid, etc.). You're thinking of rocks :D
And wow, that mineral problem is pretty funny. Having some of the minerals be north/south of the starting position would be better.
On February 04 2012 08:38 2Pacalypse- wrote: Destructible buildings, really? What is this, sc2? There are no early game problems to solve, it's just the way this map is supposed to be played.
We just played a few games on this map and I gotta say, I really like the playstyle because it's very similar to Hunters. One main problem with the map though is outline of minerals. Since they're in a line and close to your allys minerals, workers start to transfer to your ally minerals -.-
But all in all, very nice map imo and would be good with high skilled team players playing it. I'll try to get some of my friends to play it and I'll upload the replays ^^
There never were any destructible buildings in SCII, only in Brood War (Medusa, Arkanoid, etc.). You're thinking of rocks :D
I'm pretty sure he knows that; his point was that destructible anything isn't needed to solve a falsely perceived issue with the map, since that's just how the map works.
The minerals definitely look like they need work, and I feel like the thirds for the other two players look too open. The minerals on the corner bases... Don't get that lazy.. Otherwise, the lower gap look like it can be abused quite a bit, as well as no real good overlord hiding spits and being very vulnerable to siege tanks in the mains due to the thin wall between the main and the outside. What happened to blueprint basin? It was a freaking awesome map Still can't wait to try this one out though. Gogo cardinal and cya on iccup :D
I had alot fun last night. One game featured plague, emp, stasis, carriers, storm, ultras and swarm. Only 2 bases were still mining at the end and the rest had been exhausted.
Im going to host more games today, pretty much all day and evening. Starting now!
2.0 looks great! My problem is once again, the naturals and expoing... And I also feel as if the bottom path was kinda cool. Maybe add a neutral building or some minerals between the two bottom bases in the middle?
@Ozarugold, thanks! @FlashFTW, Ill think about the lower path but atm I reckon this is better. As for expanding, Blueprint Bunker will give every player 3 bases, this map gives you one. I might change things though to make expanding easier if necessary. Going to have a hosting session now.
In the spirit of encouraging the use of under-used spells and spell-casters, I have taken it upon myself to tweak the ballance a bit. Here are the change-notes: V1 + Show Spoiler [Terran] +
Ocular implants 166s -> 80s 100m -> 50m 100g -> 50g I can't remember which one is the medic energy upgrade (yea, like I use it all the time) so I didn't touch those. nevermind medic energy 166s -> 100s 150m -> 100m 150g -> 100m
ghost energy same as medic
Tossgirl Medic armour 1 -> armour 2 60hp -> ??? I dunno, I feel like it should be more!
@Bitt.man, Im not going to make your version official because I want to keep it standard. I reckon youve changed a few too many units, personally I would be much more conservative but hey ho, its all good fun!
Had an epic game (imo) where the enemies said GG being bad mannered telling us to leave. However, we managed to win in the end. Very satisfying!
Each team has a Watch Tower. If a unit is on its own Watch Tower, the whole team gains vision of the adjacent ramp. Players cannot operate the enemy Watch Tower, only your own Tower can be used. The vision granted does not detect cloaked units.
Also I want to stress that apart from the towers, gameplay is completely the same as melee Broodwar. No units have been altered.
Would anyone on this website be interested in a small tournament using this map. The prizes would be ICCup coins and icons but the main purpose is fun and more importantly bragging!
I was thinking just use the one map for this tournament so you can directly compare each game and strategy. Also players only need to think about one map which is convenient. Lastly, sfs is the most fun one to watch games on in my opinion.
Arvickhero are you interested in playing? Do you think the [wok] clan would put a team forward?
On April 04 2012 00:01 CardinalAllin wrote: I was thinking just use the one map for this tournament so you can directly compare each game and strategy. Also players only need to think about one map which is convenient. Lastly, sfs is the most fun one to watch games on in my opinion.
Arvickhero are you interested in playing? Do you think the [wok] clan would put a team forward?
I'm pretty sure me and some friends would be interested in forming a team xD maybe some wok ppl too lol
@Arvickhero, Unfortunately I havent found enough players for a 3v3 tourny so we are putting the idea on the backburner for now. I have more 3v3 maps that arent released yet so maybe we will try a 3v3 tournament at a later date. Sorry bout that, but it would be cool to play one day.