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Map (2) Checkpoint 1v1

Forum Index > BW General
Post a Reply
1 2 Next All
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2013-01-27 01:57:41
November 09 2012 18:03 GMT
#1
Checkpoint
A 1v1 map. Click pictures for Full Size.

[image loading]


Click here for an image gallery (imgur)

Download (2)Checkpoint from this page


Buildable Overview
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Walkable Overview
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North Main, Natural, path to Third and Third
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South Main, Natural, path to Third and Third
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South 2nd Main
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North 2nd Natural Entrance
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North East Centre
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South East Centre
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West Neutral
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Changelog
+ Show Spoiler +
9th November 2012
Version 1.0

17th November 2012
Version 1.01
-Added a doodad in the naturals
-Decoration

26th January 2013
Version 1.02
-Tighter entrance to naturals (6 tiles)
-Tighter entrance to third (6 tiles)
-Added depleted minerals
-Changed mineral formations at naturals, thirds, and 2nd naturals
-Added neutral eggs at 3rds and 2nd naturals

Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
November 09 2012 18:34 GMT
#2
Strange map, thought it was for 4 players at first.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
November 09 2012 18:37 GMT
#3
almost ground zero-ish
POGGERS
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
November 09 2012 18:47 GMT
#4
Why is it not a 4 player map? Is there a reason to want to force those starting postions?
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
November 09 2012 18:50 GMT
#5
I might force more of a different style in this map. Now air dominance is really important in certain match-ups. Reminds me of Ragnarok actually, especially with the vertical spawns.
Master Chief
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
November 09 2012 18:50 GMT
#6
Seems kinda imbalanced TvP. I'd suggest diagonal positions to resolve that, or add unbuildable terrain between those bridges between the expos, and in front of the expos, otherwise I could just make a depo wall and safely push to the toss. Or is the gray area in one of the picasa pics unbuildable?

Also, that wall at natural is a bit too wide for the PvZ wall imo. 12p speedling runby <3.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 09 2012 18:59 GMT
#7
wow nice mmap, and why no 4 player map lol?
The harder it becomes, the more you should focus on the basics.
greatnoob
Profile Joined September 2012
Hungary50 Posts
November 09 2012 19:19 GMT
#8
The maps seems okay. Ah didnt do any bug checkings though.

On November 10 2012 03:50 quirinus wrote:
Seems kinda imbalanced TvP. I'd suggest diagonal positions to resolve that, or add unbuildable terrain between those bridges between the expos, and in front of the expos, otherwise I could just make a depo wall and safely push to the toss. Or is the gray area in one of the picasa pics unbuildable?

Also, that wall at natural is a bit too wide for the PvZ wall imo. 12p speedling runby <3.


Yes ah suppose the grey area is unbuildable.
As for the pvz, ah also like tight walls for protoss. Tighter than these. But ah play protoss mainly and ah like beeing safe at start . Perhaps other protoss's wont mind it.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2012-11-10 00:08:20
November 09 2012 22:59 GMT
#9
Seems Terran favoured because of that easy to get third gas. And then you can split the map easily from there. 12 and 6 needs to be only one base that is further away from Terran, or those bases need to be mineral only.

Edit: Actually, it would probably be fine if the center was just more open.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
FlaShFTW
Profile Blog Joined February 2010
United States10143 Posts
November 09 2012 23:38 GMT
#10
ground zero 2.0

very nice map! :D
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Altair
Profile Joined August 2009
243 Posts
November 10 2012 18:55 GMT
#11
Looks good to me! xD The name is familiar though, if only I could remember where I've seen it before.
Jukado
Profile Blog Joined May 2011
805 Posts
November 12 2012 15:55 GMT
#12
@sheaRZerg sabas123 quirinus and vOdToasT
My aim for this map was perfection in two ways; perfect gameplay and perfect balance.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Glioburd
Profile Joined April 2008
France1911 Posts
November 12 2012 22:31 GMT
#13
Interesting ! I would like to test it.
"You should hate loosing, but you should never fear defeat." NaDa.
Game
Profile Blog Joined February 2009
3191 Posts
November 12 2012 23:32 GMT
#14
I like it.
SC is like sex. You should play often, but never too hard. And you should only try hard when it matters.
Bebop07
Profile Blog Joined January 2010
United States291 Posts
November 13 2012 00:47 GMT
#15
It's a fun map, have played a few games on it.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 13 2012 08:15 GMT
#16
I thought this was 4player with some very interesting asymmetric ramps. =\
Comprehensive strategic intention: DNE
Glioburd
Profile Joined April 2008
France1911 Posts
Last Edited: 2012-11-13 09:54:29
November 13 2012 08:54 GMT
#17
It reminds me a map I used to play on some years ago. I'll try to find it, it don't think it was a pro map.
Edit : oh I remember it was Memory Cell but yeah... no it is kinda different lol.
"You should hate loosing, but you should never fear defeat." NaDa.
GTR
Profile Blog Joined September 2004
51436 Posts
November 13 2012 09:10 GMT
#18
ice ground zero
Commentator
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
November 13 2012 18:05 GMT
#19
THEORYCRAFTING TIME!

Here are some ideas, thrown idly around:
One could interpret this as a forced-left-spawns map, so if you want that whole SC2 schebang of limiting the starting arrangements, try out a random trigger to switch the start-pos between left and right. Obviously you wouldn't change the current start locations, so in 1v1 etc it'd still be fine.

The first point I'd like to make is: expo choice . Here, there is none really. Now having both expo choice and dynamic control features a-la Destination completely spoils us because its so hard to perfect, but so delightful. But here, "yep, you've got your bases/respective halves of the map, that's that, macro up with lots of gas and throw shit at eachother". I mean, that's totally fine if you want to promote [Protoss q; ] that style of play on this map ... but I fear that brand would be all that's possible ]:

Which brings us to the second point: dynamic control. There's nothing to fight for. By controlling the expansions, you don't get any advantage over your opponent except more money. I dunno, I just don't feel the middle left expo is on the same level of desirability and value as the middle expo on Ride of Valkyeries or BlitzX for example. There's nothing to fight over, its much more of a macro focus. Maybe that's one of the reason 3-player-maps like Athena (II) and Longinus (II) (and many more too) were interesting because it was a ballance between map control, defending your main, and who could secure the contested rich expansion. Come to think of it, that dynamic is AWESOME, it stimulates your brain man, there's potential for something interesting "I wonder who's gonna get the cake?" ...


2v2 map resource count: 3 reasonably easy gas , 1min only, 1 far gas apiece. 2 contested. I dunno, I guess it isn't tooo easy for Z to grab the main as their 3rd ->4 (5) gas ftw.


Overall, try it out spawining in the Right Hand Side Mains, maybe that could alleviate concerns of overly near rush distances. You may have to swap the widths of the nat chokes. Also, is there no way to have a desirable, exposed expo somewhere along the central axis of the map (exposed exactly like in Othello - defended but at the same time cliffable)? No love for the mineral onlys?

Along the lines of making something worthwhile to fight over, could you maybe take the sort of symmetric expo layout from the top of Snowflake Sandwitch and apply it to the left, that is, open, with contestable expos. It just seems like a potential issue that, with a bit of map control (i.e. control two chokes) you get 6 gas, so make the far side more exposed and more volatiel.


Lemme know what you think, and please feel free smack my theorycrafting outta the air with your SCMDraft toolbrushes!
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
November 13 2012 18:12 GMT
#20
Seems a bit Protoss favored
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
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