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[Map](4)VIN - Page 2

Forum Index > BW General
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Mutaller
Profile Blog Joined July 2013
United States1051 Posts
July 24 2013 17:01 GMT
#21
that short air rush distance though.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
July 25 2013 04:49 GMT
#22
So I played a game on this map with a friend, and there seems to be a problem...

I couldn't land or make a CC in the island expos... T_T
twitch.tv/dizzywee
L_Master
Profile Blog Joined April 2009
United States8017 Posts
Last Edited: 2013-07-25 06:27:46
July 25 2013 06:27 GMT
#23
On July 25 2013 13:49 SynC[gm] wrote:
So I played a game on this map with a friend, and there seems to be a problem...

I couldn't land or make a CC in the island expos... T_T


Yea even mining out the mineral he couldn't place his CC down. Thanks for the easy victory CrystalDrag

#2baseterranisezwin
EffOrt and Soulkey Hwaiting!
Sinedd
Profile Joined July 2008
Poland7052 Posts
July 25 2013 06:37 GMT
#24
On July 25 2013 13:49 SynC[gm] wrote:
So I played a game on this map with a friend, and there seems to be a problem...

I couldn't land or make a CC in the island expos... T_T

weird..

looks like there is more than enough space between the mineral lines..
T H C makes ppl happy
Freakling
Profile Joined October 2012
Germany1533 Posts
July 25 2013 08:28 GMT
#25
Yeah, it's the top expo, minerals are one tile to close to the middle on both sides...
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
July 25 2013 11:30 GMT
#26
It's a good map though, figure some nice games could come from it. Even though this is the first time I've ever played on a BWMN map, I think this map can be featured in some leagues and it'll fit in fine.
twitch.tv/dizzywee
CrystalDrag
Profile Joined July 2010
173 Posts
July 25 2013 13:03 GMT
#27
woops.. I guess I am too cocky I decided to place the minerals without an SL in the editor...
I will update it later tonight, thank you for trying it out
Sinedd
Profile Joined July 2008
Poland7052 Posts
July 25 2013 16:41 GMT
#28
On July 25 2013 20:30 SynC[gm] wrote:
It's a good map though, figure some nice games could come from it. Even though this is the first time I've ever played on a BWMN map, I think this map can be featured in some leagues and it'll fit in fine.

yes please !
T H C makes ppl happy
CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2013-07-26 00:43:49
July 25 2013 23:42 GMT
#29
On July 26 2013 01:41 Sinedd wrote:
Show nested quote +
On July 25 2013 20:30 SynC[gm] wrote:
It's a good map though, figure some nice games could come from it. Even though this is the first time I've ever played on a BWMN map, I think this map can be featured in some leagues and it'll fit in fine.

yes please !


Map Has Been Updated to v1.3
Map Has Been Updated to v1.4
Changes are in the op

Yes Please! :D
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
July 26 2013 01:44 GMT
#30
admit it the only cool part about the map is that it is new. There are too many 4 player maps like this. The unique value to the map is very low.

*Terrain ; first map ever to use every possible different terrain for space.
COOL *sarcasm
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
July 26 2013 01:57 GMT
#31
On July 26 2013 10:44 reps)squishy wrote:
admit it the only cool part about the map is that it is new. There are too many 4 player maps like this. The unique value to the map is very low.

*Terrain ; first map ever to use every possible different terrain for space.
COOL *sarcasm

Not really, VIN actually has some concepts from Zodiac and the ridges to go along with it. Name another 4 player map that has mineral placements like VIN does, can be walled off with two supply depots and a barracks in front of the natural, and any recent maps with island expos along with pseudo-neutral third expos?
twitch.tv/dizzywee
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2013-07-26 03:16:13
July 26 2013 03:14 GMT
#32
On July 26 2013 10:57 SynC[gm] wrote:
Show nested quote +
On July 26 2013 10:44 reps)squishy wrote:
admit it the only cool part about the map is that it is new. There are too many 4 player maps like this. The unique value to the map is very low.

*Terrain ; first map ever to use every possible different terrain for space.
COOL *sarcasm

Not really, VIN actually has some concepts from Zodiac and the ridges to go along with it. Name another 4 player map that has mineral placements like VIN does, can be walled off with two supply depots and a barracks in front of the natural, and any recent maps with island expos along with pseudo-neutral third expos?


Mineral placement on the map is unique but it is also a blunder. The mineral placement creates possible short air distance limiting the amount of viable strategies if given short air rush which will happen often.

Jade can be walled off with a barracks and two depots

Island expos are more novelties then anything and a huge advantage to Terran players. The 3rd being nearly impossible to take you might as well consider it not a viable base.

My Point: Many 4 player maps with these spawns expos why make the same map again with changes that barely effect the game. Just play on Andromeda or Python which has short air rush distance and islands with minerals blocking. Or Empire of the Sun.

Advice: Make a 2 player map with both mineral fields on the left and a perfect mirror no blatant imbalances. There are too many 4 player maps that look so much alike.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
July 26 2013 04:41 GMT
#33
On July 26 2013 12:14 reps)squishy wrote:
Show nested quote +
On July 26 2013 10:57 SynC[gm] wrote:
On July 26 2013 10:44 reps)squishy wrote:
admit it the only cool part about the map is that it is new. There are too many 4 player maps like this. The unique value to the map is very low.

*Terrain ; first map ever to use every possible different terrain for space.
COOL *sarcasm

Not really, VIN actually has some concepts from Zodiac and the ridges to go along with it. Name another 4 player map that has mineral placements like VIN does, can be walled off with two supply depots and a barracks in front of the natural, and any recent maps with island expos along with pseudo-neutral third expos?


Mineral placement on the map is unique but it is also a blunder. The mineral placement creates possible short air distance limiting the amount of viable strategies if given short air rush which will happen often.

Jade can be walled off with a barracks and two depots

Island expos are more novelties then anything and a huge advantage to Terran players. The 3rd being nearly impossible to take you might as well consider it not a viable base.

My Point: Many 4 player maps with these spawns expos why make the same map again with changes that barely effect the game. Just play on Andromeda or Python which has short air rush distance and islands with minerals blocking. Or Empire of the Sun.

Advice: Make a 2 player map with both mineral fields on the left and a perfect mirror no blatant imbalances. There are too many 4 player maps that look so much alike.

You do realize that if you're using your argument, then whatever new map he makes that there will always be another map that has similarities to it that you'll simply point out; you'd just be contradicting yourself. Innovation can only come from so many different places, and really, the map he made is undoubtedly a change of pace from the map pool that is most often used in leagues.

As it is a 4-player map, it's not guaranteed that the opponent would spawn directly adjacent to the player, so why point the short mineral distances so negatively? And really, the close mineral distances are almost always over-exaggerated, as Python would be a Zerg-infested map, however, it's not. As for novelties, I guess they're not allowed? Gotta take away all the maps with novelties then! Island expos? Gone. Neutral buildings? Gone. And again, if island expos were a "huge" advantage to Terrans, wouldn't most maps with island expos be Terran-infested?

Why play FS when there's Neo Jade which makes it for an easy third? Plus, I was asking for a map that had ALL of the features I described, not just one feature that one specific map had.

Maybe it's just me, but you're either actively trying to put the map creator down for not going with the standard concept of getting an easy 3 bases, or you are seriously offended by the fact that the map is just a different pace than the ones that are fielded everyday.
twitch.tv/dizzywee
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2013-07-26 05:48:10
July 26 2013 05:47 GMT
#34
CrystalDrag is an amazing map maker. And your right I am not fond of a map that you can not get a 3rd up easy. I like the aggressiveness of the map.The part I am skeptical about is the quality of games it will produce. Anyway let the play be the verdict not our eyes.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
CrystalDrag
Profile Joined July 2010
173 Posts
July 26 2013 14:07 GMT
#35
Thanks you for concerns, reps)squishy. But as SynC[gm] said, there is only a 1/3 chance that the close air will happen at all. As a mapmaker I feel like the lack of innovation in maps, such as always easy thirds, leads to rather boring similiar games among players. If there is a shorter air rush distance(horizontal spawns), players must adapt their "set in stone" build orders, such as getting earlier turrets, to compensate for say 2 hatch muta.
Also keep in mind while the 3 and 9 expansions have two entrances, one of these entrances is nearby to the natural, and easily closer to a rally point set in the rusty pit.

how I think expansion will flow:
cross spawns and horizontal : take the 3 and 9 thirds.
vertical : Z takes main horizontal to him, T and P takes the islands or the wide ramped expansion(two terrain level advantage, from rusty pit to platform and platform to catwalk/high platform.
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2013-07-26 18:20:11
July 26 2013 14:59 GMT
#36
When one can see beyond superficial similarities, it is easy to realize that the natural setup alone is very unusual. The only other maps ever to use a high ground natural with a downwards ramped choke are (2)Chain Reaction and, less prominently, CrystalDrag's (2)Cross Game.
Having defender's terrain advantage will probably have the most impact in early to early mid game, not some variations in air distance.

Also, given a normal building placement from Zerg, the advantage, that Z can get, is 3 slightly earlier mutas from their main hatch in their opponent's main. 3 mutas can't do much against P or T, you'll have to wait for the mutas from your other hatches to arrive. Of course you can proxy your 3rd hatch, but P/T have a much easier time proxying Starports/gates. Overall the difference seems rather minute.

It's basically the same situation as vertical spawns in any axially symmetric 4-player map (like Ground Zero, Grand Line, Circuit Breaker ...), where air distances between nats are comparatively short. So if anything, this setup equalizes air-rush distances for all positional setups.

Finally, nothing is more trivial than changing the resource position in a main (those are huge! Much space to play around with), if there's an actual problem with it.
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
July 26 2013 17:44 GMT
#37
On July 26 2013 23:59 Freakling wrote:
When one can see beyond superficial similarities, it is easy to realize that the natural setup alone is very unusual. The only other maps ever to use a high ground natural with a downwards ramped choke are (2)Chain Reaction and, less prominently, CrystalDrag's (2)Cross Game.
Having defender's terrain advantage will probably have the most impact in early to early mid game, not some variations in air distance.

Also, given a normal building placement from Zerg, the advantage, that Z can get, is 3 slightly earlier mutas from their main hatch in their opponent's main. 3 mutas can't do much against P or T, you'll have to wait for the mutas from your other hatches to arrive. Of course you can proxy your 3rd hatch, but P/T have a much easier time proxying Starports/gates. Overall the difference seems rather minute.

It's basically the same situation as vertical spawns in any axially symmetric 3-player map (like Ground Zero, Grand Line, Circuit Breaker ...), where air distances between nats are comparatively short. So if anything, this setup equalizes air-rush distances for all positional setups.

Finally, nothing is more trivial than changing the resource position in a main (those are huge! Much space to play around with), if there's an actual problem with it.

I was trying to keep myself from saying anything, but... Those three maps you listed are 4-player maps.

(Wiki)Ground Zero
(Wiki)Grand Line
(Wiki)Circuit Breaker
twitch.tv/dizzywee
Freakling
Profile Joined October 2012
Germany1533 Posts
July 26 2013 18:26 GMT
#38
You should really refrain from the assumption that other people are stupid...
I hit the wrong number key, so what... Is there even a point, besides your trying to make something that suspiciously looks like a straw man attack?
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
July 26 2013 18:31 GMT
#39
Haha, sorry.
twitch.tv/dizzywee
3FFA
Profile Blog Joined February 2010
United States3931 Posts
July 26 2013 19:10 GMT
#40
Very well handled you two
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
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