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New Map: Chameleon

Forum Index > BW General
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Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2006-04-01 04:28:39
March 11 2006 01:27 GMT
#1
Update: Apsides, now called Chameleon, is now finished!

[image loading]


Melee Download
Obs Download



-----

Update: Added geysers with only 1500 gas to each nat.

Not decorated yet, as usual. I want to finalize the terrain first.

Feedback would be greatly appreciated
aseq
Profile Joined January 2003
Netherlands4025 Posts
March 11 2006 01:38 GMT
#2
hmmm, it doesn't look bad..i like the mineral chokes in the mains.
- no gas nat is good
- no free second nat is good
- i'd be careful with the high stuff around the mains, cheese galore
- i'd prefer the mineral on the islands not to be split in 1 parts, since by the time i take an island im so busy i don't want to be spending time on that.
- is making the entire middle non-buildable not a bit too much against terran (turrets)? The terrain in the middle is already quite clean (no gaps or walls), so flanks are quite possible already. Combine that with no anti-obs...and pushing will be an art.

thats about all i can come up straightaway, get a few ppl to beta for you (which are better than me)
decafchicken
Profile Blog Joined January 2005
United States20176 Posts
March 11 2006 01:59 GMT
#3
Do you have something against zergs? (no gas nat, very exposed second gas nat)

Middle looks very blah
how reasonable is it to eat off wood instead of your tummy?
boongee
Profile Joined November 2004
United States967 Posts
Last Edited: 2006-03-11 02:19:50
March 11 2006 02:19 GMT
#4
it's actually an interesting design in my opinion. every game would be different depending where you and your opponent start. it needs some cool design in the middle though! don't use mass rocks, it looks so stupid
k3fka
Profile Joined November 2004
Argentina1267 Posts
March 11 2006 02:23 GMT
#5
12 vs 3 z vs t would be impossible , same for 6 vs 9. Rest seems pretty cool :D
SchOOl_VicTIm
Profile Blog Joined September 2004
Greece2394 Posts
March 11 2006 02:31 GMT
#6
I'd say put gas in natural and remove it from 1 and 7 so that it is fair for the zerg. other than that I really like it, gj
tenbagger
Profile Joined October 2002
United States1289 Posts
March 11 2006 02:35 GMT
#7
Bill, I personally think this map is great. It is very original and introduces a variety of different strategic aspects to the game.

If the positions spawn t 12/10 or 4/6, then the mains are very close by air, so dropship play and muta harrass becomes more effective. Also, in those positions, the fight for that island can get very intense. So the game can go into micro intensive battle mode, but it can also go into macro mode where each side takes the other half so that they can get the gas expo in the corner. If the positons are 12/4 or 6/10, then the fight for the shared gas expo in the corner becomes critical.

I think this may be the first map to introduce these concepts:

- shared gas expo between 2 staring positions
- 2 entries into main base, but the second entry goes up and around another staring point

As far as balance, I think it'll be all right. It may be a bit tough zvt without the free 2nd gas, but bifrost was the same way and it seemed pretty ok zvt. And there are more gas expos here then bifrost, plus there are islands which seems to help z more than the other races.

The unbuildable center is a must to lessen terran dominance. Strong terrans have advanced so far that they will be just fine without a buildable center. The only thought that I had was to maybe widen the center passage just a tad bit.

I personally think this map would be 10x better than cultivation period. Great job Bill!
racebannon
Profile Joined January 2004
Canada1225 Posts
March 11 2006 03:24 GMT
#8
yep that's a map alright
when they really get to know you they will run
BrutalMenace
Profile Blog Joined July 2005
United States1237 Posts
March 11 2006 03:27 GMT
#9
i dont like because there seems to be too many passageways. I'm terran and i dont wanna get flanked by massive army when i try to move my exp/buildings out.
paper
Profile Blog Joined September 2004
13197 Posts
March 11 2006 03:42 GMT
#10
looks familiar bill ;D
Hates Fun🤔
decafchicken
Profile Blog Joined January 2005
United States20176 Posts
March 11 2006 03:48 GMT
#11
All rock center looks like shit -_- Make it unbuildable, but make it look better, which i know you can.

By the way, pvp is unbalanced on this map.
how reasonable is it to eat off wood instead of your tummy?
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 11 2006 05:04 GMT
#12
I added geysers with only 1500 gas to each nat. Yeah ZvT close-ground pos would be a huge bitch without it.

Also added links to dl the map.
MuShu
Profile Joined March 2005
United States3223 Posts
Last Edited: 2006-03-11 05:09:01
March 11 2006 05:08 GMT
#13
Well, the way the geysers are placed right now, wouldn't they come out the back for certain geysers and if terran were to place a rax to block the choke, the peon would get stuck? Might want to replace them.

And I agree with changing the broken rock for the center. I thought it looked a bit funny too when I played it. Maybe use ruins instead.
decafchicken
Profile Blog Joined January 2005
United States20176 Posts
March 11 2006 05:08 GMT
#14
Post it at BWMN
how reasonable is it to eat off wood instead of your tummy?
red.venom
Profile Joined October 2002
United States4651 Posts
March 11 2006 05:20 GMT
#15
Its ok. a small min only below each ramp might be nice(5 clusters maybe). Also a little space in the center for T to put down some turrets(Like maybe at the very center) would probably help them out TvP.
Broom
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 11 2006 06:12 GMT
#16
On March 11 2006 14:08 MuShu wrote:
Well, the way the geysers are placed right now, wouldn't they come out the back for certain geysers and if terran were to place a rax to block the choke, the peon would get stuck? Might want to replace them.

And I agree with changing the broken rock for the center. I thought it looked a bit funny too when I played it. Maybe use ruins instead.


Good thinking. Just played a 4-player FFA and all the nat geysers worked correctly . I'm pretty sure geysers form a ling-proof seal (like minerals do) when buildings are placed against them.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
March 11 2006 06:16 GMT
#17
On March 11 2006 12:48 decafchicken wrote:
All rock center looks like shit -_- Make it unbuildable, but make it look better, which i know you can.

By the way, pvp is unbalanced on this map.


Patience! I'll make the rocky centre look less like shit after the main terrain is finalized .
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
March 11 2006 07:05 GMT
#18
Why would PvP be imbalanced?
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
March 11 2006 07:14 GMT
#19
uh i dont get the point of the mineral stuff in the blockade.. what difference would it make to make a normal expand outside with a normal 1rax choke instead? :o
The artist formerly known as Starparty
boongee
Profile Joined November 2004
United States967 Posts
March 11 2006 07:45 GMT
#20
I think you might want to use masses of broken cliffs instead of water because the way it looks now you can drop units on the little edges of the main bases...
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