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Neo Overwatch Featured in SBWI Team League
![[image loading]](http://i.imgur.com/LrsgIi8.jpg)
The original map has received a complete overhaul to produce Neo Overwatch. Changes include:
-3rds have been completely redesigned - they are now only accessible by 2 narrow ramps -Mains enlarged for additional building space -2 2x2 buildable squares added to each corridor in front of the 3rds for turrets -3/9 bases are more "neutral", slightly easier to take counterclockwise -Top and bottom air spaces balanced -Minor proportion and aesthetic changes throughout the entire map
Download (at broodwarmaps.net)
Original map version + post: + Show Spoiler +![[image loading]](http://i.imgur.com/Lgv9AQU.jpg) My entry for the ICCup mapmaking contest. Reasonably standard map, with a heavy emphasis on controlling the high-ground pods in front of the 3rds. Features:-Narrow rush/scouting path along bridges and through center choke - all ground units are capable of passing through center -Forward high ground pods - control of these is important to stopping attacks and harassment -Open close 3rds - vulnerable to harassment and attacks, defending from the high ground is advised. Backdoor entrances can be walled with 2 pylons or depots. -Corner expansions - Zergs will probably take these as their 3rd (especially vs T). Extremely easy to defend by ground, in contrast to the closer expansions. -Center min onlies - due to the arc of the surrounding terrain the mineral line can be walled off with 3 pylons to block vulture harass, though a couple of mineral patches and obviously the nexus itself are still vulnerable. -A layout which surprisingly isn't adapted from a SC2 map (though to be fair the base placement was slightly Cloud Kingdom influenced...) Concerns:-Not much buildable area around the 3rds, T maybe should have a place to put turrets (perhaps make the high-ground pods buildable? add a couple of spots for turrets along the path between nat and 3rd?) Download link (broodwarmaps.net)
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wow, this looks like a really good map, and especially good looking
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i really like your map. great!
edit: but... isn't there any space for more buildings?
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Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.)
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United States10091 Posts
On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) the reason why map mains have the gases to the top of the town, is to have easier worker movement from the gas. pretty sure its most optimal with the gas to the top.
this is a great map. really solid.
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Cool looking map! 
On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there.
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United States10091 Posts
On April 13 2013 08:55 Crunchums wrote:Cool looking map!  Show nested quote +On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there. there we go. thats the answer ur looking for.
for example, look at fighting spirit. for it to be truely rotational, it would have minerals at super weird positions (above or below the town), and same with the gases (below and maybe left or right of the town). its just for more efficient mining and better for the pros. its hard as hell to split with minerals below you, so make it fair for all spawns by minerals left or right and gas on top always.
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On April 13 2013 08:55 Crunchums wrote:Cool looking map!  Show nested quote +On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there. Actually RoV, map is called "Ride of Valkyries", but yah, losing the gas mining would be an even greater disadvantage in ZvZ, just unfortunate thing that blizzard never addressed...
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On April 13 2013 12:48 traceurling wrote:Show nested quote +On April 13 2013 08:55 Crunchums wrote:Cool looking map!  On April 13 2013 08:39 bigmak wrote: Looks great. The blue base appears to have a slight disadvantage in gas location for ZvZ. (Gas drones are more snipeable.) Making it truly mirrored (i.e. blue's gas on bottom) would be a disadvantage for blue as well as gas on top mines more efficiently than gas on bottom. Unless the map is layed out like RotV, that sort of positional disadvantage will always be there. Actually RoV, map is called "Ride of Valkyries", but yah, losing the gas mining would be an even greater disadvantage in ZvZ, just unfortunate thing that blizzard never addressed... fair, but just because they named a map "Battle Royal" doesn't mean I'm not going to call it "Battle Royale"
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United Kingdom3685 Posts
I'm not usually a fan of amateur maps, but this actually looks really good. The only slight concern which has already been voiced is that there isn't that much buildable ground. This applies both to Terran for their turrets and building walls, as well as to Protoss where there isn't any space to do a lategame gateway explosion. Having said that, lategame PvT on this map may turn into a carrier affair like it was on Desti anyway so it's not so big of a problem.
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Wow, this is actually really really good negativezero, your skills skyrocketed with this map!
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looks really sweet !
nice!
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This map looks absolutely amazing!
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United States10091 Posts
On April 13 2013 17:15 Sayle wrote: I'm not usually a fan of amateur maps, but this actually looks really good. The only slight concern which has already been voiced is that there isn't that much buildable ground. This applies both to Terran for their turrets and building walls, as well as to Protoss where there isn't any space to do a lategame gateway explosion. Having said that, lategame PvT on this map may turn into a carrier affair like it was on Desti anyway so it's not so big of a problem. silly sayle. just build on the ridges xD
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United Kingdom3685 Posts
Apparently the ridges aren't buildable either?
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Netherlands4769 Posts
I like it. Maybe a bit easy for ZvT?
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I've looked at this map for like a month now and the more I look at it the more I like it...seems like a great balance between encouraging macro play, and aggressiveness...also good tactical positioning...must get some games on this... If you ever have time, you should remake it to deal with Cliff Assymetry issue Needs more doodads!
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Thanks for all the positive feedback! I'm thinking of making the high ground ridges buildable, just to have some more somewhat-protected buildable space on the map, but I'm just concerned about the advantage for T in a sieged up position with turrets there.
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United States10091 Posts
On April 14 2013 00:28 Sayle wrote: Apparently the ridges aren't buildable either? SCREW THE BASES BUILD GATEWAYS THERE
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Just build gateways in the other main x)
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United Kingdom3685 Posts
On April 14 2013 06:09 -NegativeZero- wrote: Thanks for all the positive feedback! I'm thinking of making the high ground ridges buildable, just to have some more somewhat-protected buildable space on the map, but I'm just concerned about the advantage for T in a sieged up position with turrets there.
Yeah, I think making ridges buildable is actually bad. Could just make more of the low ground buildable.
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I like the map although I think as a zerg player I'd take all the bases on the map before trying the close third. I'm gonna need an army worthy of the Kraken to hold that.
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Submitted to the contest as is, but regarding the amount of buildable space I'm sure I can always go back and make edits later - especially after the map has actually been tested.
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seems cool but can't a terran secure the high ground and 5 bases? -,-
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On April 14 2013 15:15 NewSunshine wrote: icwutudid with the name Surprisingly I actually named this map before the HotS map was released (or at least before I saw it...). Name was taken from the Combine Overwatch soldiers from Half-Life 2.
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On April 14 2013 13:27 GoTuNk! wrote: seems cool but can't a terran secure the high ground and 5 bases? -,- I think Terran gets a pretty free 3rd base, but thats about it really.
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United Kingdom3685 Posts
On April 14 2013 16:52 arb wrote:Show nested quote +On April 14 2013 13:27 GoTuNk! wrote: seems cool but can't a terran secure the high ground and 5 bases? -,- I think Terran gets a pretty free 3rd base, but thats about it really.
Uh, the 3rd base isn't free at all. It's way harder to take than on FS since it's at the bottom of that wide ramp with a secondary entrance on the side as well. It's like Matchpoint, but slightly harder to take (secondary entrance) and worth a bit more (gas base vs min only).
GoTuNk actually has an interesting point about the 5 bases though. If you look at the bottom ridge, a siege tank positioned at the top corner of that ridge looks like it can cover the inside mineral only base and a siege tank positioned at the very left edge of that ridge looks like it can cover the ramp leading to the bottom left expo (combine this with a depot wall at the top of the narrow ramp). I don't think this makes the bases 'free' per se since the mineral only is still quite open and the low ground space around the corner expos are unbuildable, but it's something worth looking at during testing.
Also, people always complain about siege tank positioning whenever new maps come out. It's rarely as bad as it looks ;S
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The third is so open... I guess I'll just have to build a trillion cannons...
I like the map overall though!
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Tanks should be nerfed they make mapmaking so hard...also as a Zerg player I would probably do this in ZvT at least, dunno if toss and Terran would but I would just take the corner expo instead of the closer third...
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United Kingdom3685 Posts
On April 14 2013 23:55 traceurling wrote: also as a Zerg player I would probably do this in ZvT at least, dunno if toss and Terran would but I would just take the corner expo instead of the closer third...
On April 13 2013 07:29 -NegativeZero- wrote: Features: -Corner expansions - Zergs will probably take these as their 3rd (especially vs T). Extremely easy to defend by ground, in contrast to the closer expansions.
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Lol oops but what I meant is could terrans and Protosses just take the corner expo as their third since its easier to defend?
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United States10091 Posts
On April 15 2013 00:32 traceurling wrote: Lol oops but what I meant is could terrans and Protosses just take the corner expo as their third since its easier to defend? its different. terrans needs a quick reinforcement route since their mech armies are slow. MnM is just too tough to defend in small numbers. protoss same thing. closer the base, better defendable it is. zerg on the other hand relies on choke points, which is why you'll see them taking those unused mains.
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United Kingdom3685 Posts
I can actually see a justification for taking the corner expo as your 3rd in PvT though. Much safer against vulture harass and the slightly longer ground distance doesn't actually matter too much since you'd want to defend the terran push on the open ground before that anyway. The only real danger is drops, so maybe just leave an extra goon in the base or something.
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GJ with getting this map used in the upcoming SBWI tournament
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I dont feel secure if I have to defend 7 bases as a terran here... Patch !!
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I feel like this is a bad map for zergs in late game.
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The area between the third and the nat should be buildable and the mains should be bigger. Otherwise the map locks great.
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OP updated with new map version (Neo Overwatch), to be used in the SBWI Team League playoffs.
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I think it's getting a bit too crowded, maybe if the whole middle was removed to low ground and those central bases were redone it could be a bit better.
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It's a shame this map isnt in the ICCUP mappack....
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Am I the only one who thinks that the old low ground 3rd made the map much more interesting?
I mean it still looks like a really solid map, but would it be impossible to just work with a low ground 3rd and reduce the choke size or whatever is needed to make it more easily defendable
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On February 07 2014 23:22 thezanursic wrote: Am I the only one who thinks that the old low ground 3rd made the map much more interesting?
I mean it still looks like a really solid map, but would it be impossible to just work with a low ground 3rd and reduce the choke size or whatever is needed to make it more easily defendable Yeah I kinda like it more bore I feel like holding it realistically is hella hard
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On February 07 2014 23:22 thezanursic wrote: Am I the only one who thinks that the old low ground 3rd made the map much more interesting?
I mean it still looks like a really solid map, but would it be impossible to just work with a low ground 3rd and reduce the choke size or whatever is needed to make it more easily defendable I honestly have no idea why I didn't think of that, it would definitely keep the map more unique rather than having the sort of FS-ish third it has now. Just keep roughly the same 3rd entrance positions and sizes as the current version, but shift the whole area back to low ground - that would be a fairly simple edit. No way I could get a second edit of the map into SBWI though, especially on such short notice...
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Neo Overwatch is in the TLS map pool and being used in the: Ro16 (bo3) Game 2 Ro4 (bo5) Game 4 3rd place (bo5) Game 4 Finals (bo7) Game 5 Announcement thread LINK
I want to share some PvZ wall in options to help get you started if you are new to the map. The nats are relatively tight which can be both a blessing and a curse for PvZ defense. Having good building placement is always important but especially so when space is limited (or really wide open). We can expect a fairly high number of hydra attacks on this map. As you all know, one of the vital ingredients for Protoss to defend is to have space for extra cannons and a 2nd pylon behind the starting wall.
The red box is where the pylon goes ofcourse.
Bottom Nat PvZ wall 01 (this wall is pretty good. The gate is a bit exposed to hydras unfortunately. There isnt much wiggle room behind the cannons either. But as mentioned earlier it (sort of) works both ways because storm is more effective in small nats if hydras do break in) (If the game is different and you dont lose your gate and forge, you can break the pylon to have a good unit flow out to the rally) (Recommended)
![[image loading]](http://i.imgur.com/HKCcvFl.jpg)
Bottom Nat PvZ wall 02 (an alternative option, you might not need to kill your own pylon with this one but its only a 1 tile gap which can cause traffic jams. Gate is still fairly exposed) + Show Spoiler +
Top Nat PvZ wall 01 (pretty good, gate and forge are a little exposed but not much, space for plenty of extra cannons if needed and with wiggle room behind. Fairly good unit flow out to the rally later on too) (Recommended)
![[image loading]](http://i.imgur.com/54EQayz.jpg)
Top Nat PvZ wall 02 (an option but only if you are happy with having a 2 tile gap at the top in the early game and on the ramp side) + Show Spoiler +
Top Nat PvZ wall 03 (I dont recommend this wall. Im just demonstrating it is possible to get it ling tight on the ramp side if you are a player who really likes that. However there is no space for additional cannons or decent 2nd pylon coverage. But it might be helpful info to start you off if you are the kind of player who likes to do wacky walls. So yeah, the gate is ling tight on the 'top' edge here.) + Show Spoiler +
Please Freakling don’t post any wobbly walls or cyber core walls lol!
Top Main Terran wall (be aware that the first marine spawns in a hole if you wall your ramp)
![[image loading]](http://i.imgur.com/C0DYlbu.jpg)
Note that you need 3 pylons to fully wall each ramp into the 3rd base so take that into account. In PvP, be extra vigilant against the threat of storm drops at the nat because the mineral bucket is vulnerable.
For zerg ZvT, you can build a 2nd hatchery at the corner expo but obviously the bases are quite small so there isnt much retreat room or safety from tanks. A saving grace is that if you build a sunken at the 3rd base it can defend the ramp. Taking a 4th base is going to be “tricky” as it is on the majority of 2 player maps. The thin bridges will help alleviate a little bit atleast, as will the thin ramps into 6/12 o clock bases.
Lastly, there is very little buildable ground on the path to the 3rd, only space for 2 turrets. So terrans should think about that in TvP etc.
So theres some fairly straight forward generic tips, hopefully useful.
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Why is an Overwatch topic posted here? Isn't this the Brood War section?
+ Show Spoiler +
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On February 28 2016 11:34 CardinalAllin wrote:[...] Please Freakling don’t post any wobbly walls or cyber core walls lol! [...] *pout* I haven't got the faintest idea what you are complaining about. /*pout*
The only suggestion I would make is to add variants where units from the gate spawn inside the wall, as some people might prefer that. On the other hand, this is pretty much a standard choke. If you know how to wall on 4/10 o'clock on FS , you know how to do it here too, so I doubt a guide is really needed...
On the other hand, why haven't you shown a Terran wall for the bottom main?
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Those ramps out in the middle make me wet.
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it looks amazing, if the balance is all right too that's greaat!!
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