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Map (4)Kyanite Prospect 1v1 - Page 2

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DarkNetHunter
Profile Joined October 2012
1224 Posts
May 16 2013 17:16 GMT
#21
Personally don't think there is great enough variation between Frontline and this, but maybe that's just biased because I've only been playing frontline and haven't played this yet.

I personally dislike the new ramp at 3rd rather than the drop one that was in Frontline, this way it feels like it will just play out similarly to Jade, but maybe I'm getting that wrong, guess I'll have to try a few games next week!



Learn from the mistakes of others. You can't live long enough to make them all yourself.
Jukado
Profile Blog Joined May 2011
805 Posts
May 17 2013 14:52 GMT
#22
Yea its a bit like Jade but there are big differences:
High ground main/Low ground Nat
Muta harassable nats
Wider nat choke
More space infront of nats
High ground plateau extends towards the centre
Double width ramps into the 3rd (but can still pylon wall with only 2 pylons vs vults)
Easier to take 4th
Slightly smaller mains, slightly bigger nats
Better walling at nats
5 big zones

These things all greatly affect gameplay and balance. If you look at Neo Jades stats
http://www.teamliquid.net/tlpd/korean/maps/545_Neo_Jade
you can see there were 8 tvts and 15 pvps but 0 zvzs.
Now lets not read too much into these statistics because that is a dangerous activity, but it is a clue that Zerg might be weak on Jade.
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
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
May 17 2013 16:22 GMT
#23
the only thing i have to say is that i really like it!
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Jukado
Profile Blog Joined May 2011
805 Posts
May 17 2013 19:32 GMT
#24
For people who are interested in map stats though, currently;
The map has 5 upvotes on reddit
http://www.reddit.com/r/starcraft/comments/1egxcp/map_4kyanite_prospect_1v1/

But the map has 53 likes so far on Sonics facebook page including a 'like' by the man himself.
https://www.facebook.com/sogoodtt

So I think its safe to say that the map is definately Korean imbalanced.
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
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 17 2013 21:31 GMT
#25
On May 17 2013 01:57 thezanursic wrote:
Show nested quote +
On May 17 2013 01:40 CardinalAllin wrote:
@sheaRZerg Nope Im not a rock collector, but I like reading about various stuff :D
@bITt.mAN Im glad you like it. I think I can give myself a bit more credit for the design. Before I made frontline, I shared these images on broodwarmaps.net:
[image loading]

[image loading]

I also posted this excerpt "I was going to start making a 4 player rotational version of Switchblade on the Jungle tileset.
Then I thought about this template you have made and thought I would play around first."
The template refers to the second picture above which is NegativeZeros WIP map plus 4 hills thrown on by me. Its a just a sketch. I then went ahead and made Frontline, and on purpose made it different. But I always wanted to make this map that you now have. I just knew my skills werent good enough to do it justice. Frontline was my first rotational map.

Just so you guys know, you cant just rejiggle things and release a new map. Kyanite Prospect represents 75 hours of work and was made from scratch. The decoration polish takes 20 hours on its own. I know it seems a bit selfish and attention whoring, but this map took a really long time to make. A lot of love and experience is poured into it and so I want to make sure eryone in the broodwar community has atleast seen it once!

But more than that, I actually just really like it. Even if I hadnt made it, I would love to see it used in SSL9 or whatever. Obviously there is always bias but, I imagine that Im looking at the map for the first time, and it had been made by CyGnus or the next man, and I still think to myself that it would cool to see Killer fight Hiya on this map!

Following on, I will be posting this map on Sonics facebook page in a short while. Its all I can think of to let those guys know about it. If any Korean speakers and people with contacts to Sonic want to help this map get seen by them then that would be good in my opinion. Im just a fan of Broodwar at the end of the day.

+ Show Spoiler +

But anyway, regarding the neutral CC, its 3 for and 3 against so my vote will count and its a negatron. Soz.
@arb which maps do you like out of curiousity?
@ All you lurkers out there;
Do take the time to post. If you like it, if you dont like it, I dont mind, its the silence that I dont like cus how can I know what to do next if I dont get feedback.



I think posting him the iccup competition thread would be a lot more useful and it would give him a lot of maps to draw form for future seasons


I'm personally a big fan of Longinus/Othello/RoV/RH3 stuff like that. I like your map it just seems kinda blandish to me personally. Others may like it alot more tho.
Artillery spawned from the forges of Hell
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 18 2013 01:16 GMT
#26
I'm not too crazy about the name, but I really like this map. I don't think Terrans will have much of a problem playing against Protoss on this map if they just do a safe 4-fact push. I like the little mineral patch in the corner of each main, but it *might* make Zerg players go ling speed + drone drill every game, which might get obnoxious. It might become one of those fun map quirks, like in Colosseum where you have to kill the neutral sunken colony at your entrance.

I think you did a very good job on this map.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 18 2013 02:54 GMT
#27
A lot better than your last map. Thirds look a bit difficult to take. Most of the issues are decorative. The middle ramps look silly. Rather than having random splotches of ruins around the mid hill, maybe have it flow more smoothly. IE, connect some jungle around the place. Horizontal ramps look silly in general. Mineral patches in random places are pretty silly, I'd get rid of them. I'd have to take a closer look at the wide diagonal ramps to be sure but they look pretty good. Nice editting.

Biggest issue, watch for positional balance. The 9 and 3 thirds are much further from their mains than the 6 and 12 thirds. They also look much closer to the opponent's base. I'd adjust the top left and bottom right mains and shift them vertically closer to the middle while still maintaining the general shape of the map.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 18 2013 09:38 GMT
#28
A couple people already are complaining that the third is too far. My only issue is that the space behind the naturals looks bigger at the 3 and 9 positions than at the 12 or 6. For example, if you made Guardians and placed them at the 3 & 9, they'd have a safe spot where ground units could not reach them, but at 12 & 6, it looks like units could go around and hit them.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 18 2013 22:23 GMT
#29
Well; I don't have a whole lot to say about it because it's a pretty basic map. I realize you put a lot of time/effort into the symmetry and building the plateaus with custom ramps, etc, but I just feel like the end result-- the actual layout and gameplay of the map-- isn't all that different from say, fighting spirit. I'm not quite sure what you view the concept of the map as being. I'm not sure how impactful the fact that the plateaus are of higher altitude than the lowground actually is as far as gameplay goes.

The lack of a 4th gas per player is probably fine, but I'm a little worried about positional balance. Try to ensure that the distance from any nat to any 3rd and any 4th (the opposing nat adjacent to each respective 3rd) is equal. So for example, make sure that the distance from teal's nat to 9 and 6 are equal, and the distance from teal's nat to red's nat and purple's nat are equal. I'm not sure how the different shapes/angles of the 3rds change gameplay dependant on which the player must take, but I suspect it's significant.

How does the map feel in-game? It looks like it might be a little tight to me. There isn't much room around the main or nat mineral formations for building turrets and such, and recall that the bottom bases have less room than the top bases because of the selection HUD. The doodads in the 3rds look like they may tighten them up too much as well. Just make sure there's room for everything-- buildings and pathing etc, and that it feels comfortable in-game.

The most open parts of the map are the least important, so I'm concerned about how efficiently the space has been used. The ramps and spaces between plateaus really choke up the pathing of the map. I'm concerned this will lead to turtley gameplay, because it will be very hard for some races in each matchup to actually attack. For example, look at protoss teal vs terran blue blue: Teal really can't actually attack the terran at any point in the game because of how strong the plateaus are, and blue can't attack because any move out by him would be flanked to hell. Thus I suspect the end result is teal expanding towards purple and blue expanding towards red, resulting in a long, passive game. Relative to fighting spirit, your map is less linear but also tighter-- a combination which I think adversely effects gameplay.

I could be wrong, and the gameplay could be perfectly fine, but I suspect it'll pretty much be either standard or passive. Thus I don't see that the map stands out at all relative to any other map. If after testing the map you find yourself agreeing with the things I've said, consider maybe making a 2 or 3 player map instead, using the plateaus and ramps. I think you may have limited yourself by implementing these features in a 4 player map. Alternatively, consider the possibility of making an asymmetrical 4 player map on these lines. Just try to focus on how what you're doing is going to impact the gameplay.

Also try to make sure you know what the concept or point of the map is. All features should complement each other and result in achieving this concept, without contradicting each other at all. It's perfectly acceptable if you don't have one when you start making a map, but as you complete it or edit it later you should try to find/make the concept so your edits/choices have purpose. If you can never find such a concept, the map just boils down to being map-editor-practice. There's nothing wrong with that of course, but it can be frustrating. Remember the point of making maps is for the maps to be played, and for a map to be played it must in addition to being comfortable to play on, must also be interesting.

I dunno if anything I've said has been helpful in the least bit, but feel free to ask for clarification on anything.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 18 2013 23:51 GMT
#30
^ This man is correct.
Jaevlaterran
Profile Joined April 2012
Sweden578 Posts
May 19 2013 00:13 GMT
#31
how are terran walls on the third small ramps?
Need a light?
Peeano
Profile Blog Joined March 2009
Netherlands6007 Posts
Last Edited: 2013-05-22 23:38:01
May 22 2013 23:31 GMT
#32
+ Show Spoiler [image] +
[image loading]

- The ridge at the top black line is longer than the bottom one, plus the tree creates an additional bump?
- Positional imbalance. (orange rectangle marks how much further the AI-pathing from the natural to the optional 3rd is)
In addition the bump in the pathing at the tree probably fucks goons/goliath AI. Think of sending reinforcements.
- Personally I don't like that units siege tanks can be put at the blue circles
FBH #1!
Jukado
Profile Blog Joined May 2011
805 Posts
May 25 2013 15:44 GMT
#33
Hi guys. Thankyou very much for taking the time to share feedback.

Well I PMed a few people that I hoped would give some thoughts but most didnt. Its funny cus I fully expected Idra, Day[9] and Artosis to get back to me :D

[Being serious though, thankyou to those that did.]

I am going to be hosting this map for an hour starting now on ICCup so come and play/obs if you want!



Regarding gameplay balance:
the third is too far.

The thirds are definately not too hard to take. They are 13 seconds away by ground (exaclty the same as FS). There are 2 doodads outside each natural that block movement, and break up the choke which is not too wide (though yes it is wider than the bridge on FS, as is every modern map that is balanced), there is enough buildable space, the choke into the 3rd is thin (2 depots will wall, or indeed 2 pylons vs vults), the high ground can be exploited in a defensive manner.
Also, the flow of the game in the period before moving out to take your third is such that you can safely take your third if done at the correct timing and with the correct execution.

Protoss can't attack the terran at any point in the game because of how strong the plateaus are

[A seemingly contradictory opinion to the above point; posters appear to disagree on this subject.]
The ramps into the 3rds are bigger here than on FS. And the bridge choke on FS is far smaller than the choke on this map so Protoss is able to attack if wanting to use aggressive styles. Also, the high ground plateau can be utilised by both attackers and defenders much more so than Jade for example. It is also safe for Protoss to use aggressive styles because he is able to defend his own 3rd from vult back stabs relatively easily.
+ Show Spoiler +

I could be wrong, and the gameplay could be perfectly fine, but I suspect it'll pretty much be either standard or passive. Thus I don't see that the map stands out at all relative to any other map. If after testing the map you find yourself agreeing with the things I've said, consider maybe making a 2 or 3 player map instead, using the plateaus and ramps. I think you may have limited yourself by implementing these features in a 4 player map. Alternatively, consider the possibility of making an asymmetrical 4 player map on these lines. Just try to focus on how what you're doing is going to impact the gameplay.

Also try to make sure you know what the concept or point of the map is. All features should complement each other and result in achieving this concept, without contradicting each other at all. It's perfectly acceptable if you don't have one when you start making a map, but as you complete it or edit it later you should try to find/make the concept so your edits/choices have purpose. If you can never find such a concept, the map just boils down to being map-editor-practice. There's nothing wrong with that of course, but it can be frustrating. Remember the point of making maps is for the maps to be played, and for a map to be played it must in addition to being comfortable to play on, must also be interesting.

In response to those two paragraphs, Im finding it really hard to write an equally in depth reply. Even after over a week of trying to formulate a reply, I cant seem to write something that seems to do it justice. I wonder, maybe it would be helpful if you expanded on some of it a little?

Regarding positional balance:
Guardians hiding behind the naturals are safe from goons in all positions. Range upgraded goliaths are able to kill guardians at 12 and 6 but with some difficulty and dedication. However, to address this would upset more important things in the map. Im afraid you will just have to get irradiate, wraiths or valks to fully flush the guardians out. Its worth noting that the timings when guardians are most effective is before goliaths are out anyway, so you would need to be getting irad, wraith or valk regardless of your spawn position. Also its worth saying that guards and gols both have range 8, but gols totally eat guardians so if you opened with mech, and have enough goliaths to deal with guardians harassing your natural then you will be safe to leave a minimal amount at home to defend if you are incapable of making wraith.


Biggest issue, watch for positional balance. The 9 and 3 thirds are much further from their mains than the 6 and 12 thirds.

Incorrect. The unwalkable gaps are exactly 18 tiles in all 4 positions.
And infact, if you make a CC in you main and float to the 3rd it will have to travel 29 tiles vertically but 30 horizontally. So actually you got it the wrong way round.

Try to ensure that the distance from any nat to any 3rd and any 4th (the opposing nat adjacent to each respective 3rd) is equal.

The time it takes to travel from any nat to its 3rd is 13 seconds, exactly the same as Fighting Spirit.
The time it takes to travel from a natural to its 'far 3rd' is either 14 seconds or 16 seconds respectively. On Fighting Spirit it is always 15 seconds.
The time between naturals on this map is 23 seconds, exactly the same as FS.

make sure there's room for everything-- buildings and pathing etc, and that it feels comfortable in-game.

This is one of the main priorities ofcourse, and one that was met in a very satisfactory way.

@s.Q.uelched We spoke online yesterday but ill reply while im here anyway. The two black lines are the same length and the tree doesnt create a bump. Ive tested moving large armies around and have been hosting lots of games, no problems so far.
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
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