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Map (2)Queensbridge

Forum Index > BW General
Post a Reply
1 2 Next All
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2014-07-23 09:04:38
January 15 2014 19:56 GMT
#1
(2)Queensbridge

*EDIT*
PLEASE SEE THE NEW THREAD FOR THIS MAP HERE:
(2)Queensbridge1.3 thread

Below is outdated

+ Show Spoiler +

Overview

[image loading]

The natural choke is 6 tiles but can be made wider by killing the 3 eggs. There are unbuildable tiles which prevent terran from being able to wall the choke with 1 rax 2 depot.
Protoss can wall this choke with 3 pylons though.

Detail Pictures
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

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
Todd P
Profile Joined December 2010
42 Posts
January 15 2014 20:09 GMT
#2
Looks very good!

Few concerns:

1. The area between natural and 3rd base is it buildable in the same way as Bloody Rigde?
2. Zerg will have a hard time taking a 4th in ZvT
3. The mains seem incredible huge (Thinking recall defense TvP)
Impossible is nothing
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 15 2014 20:10 GMT
#3
Is it ok if I make an sc2 port of this?
Moderatorshe/her
TL+ Member
traceurling
Profile Joined December 2012
United States1240 Posts
January 15 2014 20:22 GMT
#4
With all the games played on it do you have map stats?
"Appreciate the things you have before they become the things you had."
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
January 15 2014 20:32 GMT
#5
looks like siege tanks imba on this map
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
Elite00fm
Profile Joined January 2008
United States548 Posts
January 15 2014 20:43 GMT
#6
looks like a good map actually, don't see any blatant imbalances
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2014-01-15 21:43:24
January 15 2014 21:42 GMT
#7
The problem I see is PvZ mid game pressure, how do you exactly defend as zerg? Map provokes 3 base hydra mass all-ins, as any other strategy seems to die vs middle game pushes. Also, it would be easy to take 3rd as toss, and extremely hard to defend your nat and 3rd as zerg, not even thinking about 4th.
https://www.twitch.tv/kogetbw
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2014-01-15 21:56:15
January 15 2014 21:55 GMT
#8
On January 16 2014 06:42 kogeT wrote:
The problem I see is PvZ mid game pressure, how do you exactly defend as zerg? Map provokes 3 base hydra mass all-ins, as any other strategy seems to die vs middle game pushes. Also, it would be easy to take 3rd as toss, and extremely hard to defend your nat and 3rd as zerg, not even thinking about 4th.


Maybe the area outside between your natural second and third bases should be high ground, with a massive, wide, ramp leading down to the rest of the map? That way, Zerg could defend more easily with lurkers, behind four bases. On two fronts, yes, but at least one of the fronts would have the high ground advantage.

Although we might not want to give that to Terrans in TvP...
Edit: Then again, expanding isn't exactly free on this map. So it would probably work out fine.
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 States10252 Posts
January 15 2014 22:00 GMT
#9
this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2014-01-15 22:04:49
January 15 2014 22:03 GMT
#10
On January 16 2014 07:00 FlaShFTW wrote:
this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo


I like that the bases are hard to take. It makes Terran bio good at attacking Zerg, but it also makes it harder to take and hold bases as Terran. And it makes mech switches much harder to set up. I hope this map will get used, because I look forward to figuring out how to play on it.

As for TvP, it seems like you will have to set up siege tanks and missile turrets on high ground locations that threaten the Protoss. If you don't do this, expanding will be very difficult. And if you let the Protoss expand like crazy, you will get picked apart in the late game.

Terran has some serious disadvantages on this map, but some great advantages as well.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
January 15 2014 22:11 GMT
#11
It looks like a fun map with plenty of opportunities for cheese. I like that you can build on the high ground in the center but not the low ground. I'm sure I've seen that in other maps too but it's a cool concept aside from just ramps.
Please PM me with any songs you like that you think I haven't heard before!
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
January 16 2014 00:32 GMT
#12
This really reminds me of roadrunner.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2014-01-16 07:43:47
January 16 2014 05:56 GMT
#13
I don't have any complaints about the layout - it looks fine to me. I think some of the aesthetics could be improved though. The tiles and doodad placement are good as usual, but there are quite a few long, straight lines in the terrain which look unnatural and could easily be modified a little.

Edit: Also for the sake of homogeneity it might be a good idea to tile edit the rocks so they're right up against the cliff edges, removing the small buildable spots near the edges.
vibeo gane,
traceurling
Profile Joined December 2012
United States1240 Posts
January 16 2014 06:05 GMT
#14
Yeah, also don't be afraid to tile edit near ramps and stuff so its prettier there cuz areas near ramps look awkward sometimes
"Appreciate the things you have before they become the things you had."
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2014-01-18 20:55:53
January 17 2014 21:16 GMT
#15
Thankyou for the feedback.

@Todd P; this pic might help you:
[image loading]

@traceurling; yep the map stats are 531 downloads so far, which is pretty amazing considering the thread only has 50 views.
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
Peeano
Profile Blog Joined March 2009
Netherlands5198 Posts
Last Edited: 2014-01-17 22:00:38
January 17 2014 21:54 GMT
#16
I'm pretty sure traceurling meant mapstats on the 3 match ups
e.g.
TvZ 29-21 58%
ZvP 13-12 52%
PvT 27-23 54%

+ Show Spoiler +
Fighting Spirit mapstats
FBH #1!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2014-01-18 01:53:46
January 18 2014 01:51 GMT
#17
On January 18 2014 06:54 Peeano wrote:
I'm pretty sure traceurling meant mapstats on the 3 match ups
e.g.
TvZ 29-21 58%
ZvP 13-12 52%
PvT 27-23 54%

+ Show Spoiler +
Fighting Spirit mapstats


When I click on the link to Fighting Spirit, I get these stats:

TvZ: 148-139 (51.6%) [ Games ]
ZvP: 134-117 (53.4%) [ Games ]
PvT: 143-137 (51.1%) [ Games ]



Is that because it's showing stats for the SOSPA instead of the old KeSPA period?

I searched for Fighting Spirit in the TLPD search bar, with BW (SOSPA) selected.
And I got these stats:

TvZ: 157-89 (63.8%) [ Games ]
ZvP: 102-112 (47.7%) [ Games ]
PvT: 102-119 (46.2%) [ Games ]


Holy shit, Terran.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
January 18 2014 02:08 GMT
#18
Maybe he just made up some random stats as an example? And then directed FS map stats as a prime example?

Not 100% sure, I'm curious as well, lol.
twitch.tv/dizzywee
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
January 18 2014 02:19 GMT
#19
On January 16 2014 07:03 vOdToasT wrote:
Show nested quote +
On January 16 2014 07:00 FlaShFTW wrote:
this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo


I like that the bases are hard to take. It makes Terran bio good at attacking Zerg, but it also makes it harder to take and hold bases as Terran. And it makes mech switches much harder to set up. I hope this map will get used, because I look forward to figuring out how to play on it.

As for TvP, it seems like you will have to set up siege tanks and missile turrets on high ground locations that threaten the Protoss. If you don't do this, expanding will be very difficult. And if you let the Protoss expand like crazy, you will get picked apart in the late game.

Terran has some serious disadvantages on this map, but some great advantages as well.

TvZ: Terran just sits on 2 base the entire game while denying third. You don't need a mech switch if zerg never gets another base.

TvP: once again, 2 base max is pretty strong. getting your third as terran isnt too hard either. just wall off your third with depots while defending the larger choke with a couple of turrets and tanks.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2014-01-18 02:47:31
January 18 2014 02:34 GMT
#20
On January 18 2014 11:19 FlaShFTW wrote:
Show nested quote +
On January 16 2014 07:03 vOdToasT wrote:
On January 16 2014 07:00 FlaShFTW wrote:
this map is good, but it really makes it difficult to take any bases. even your third is no gimme. try to make bases a little more easy to take imo


I like that the bases are hard to take. It makes Terran bio good at attacking Zerg, but it also makes it harder to take and hold bases as Terran. And it makes mech switches much harder to set up. I hope this map will get used, because I look forward to figuring out how to play on it.

As for TvP, it seems like you will have to set up siege tanks and missile turrets on high ground locations that threaten the Protoss. If you don't do this, expanding will be very difficult. And if you let the Protoss expand like crazy, you will get picked apart in the late game.

Terran has some serious disadvantages on this map, but some great advantages as well.

TvZ: Terran just sits on 2 base the entire game while denying third. You don't need a mech switch if zerg never gets another base.

TvP: once again, 2 base max is pretty strong. getting your third as terran isnt too hard either. just wall off your third with depots while defending the larger choke with a couple of turrets and tanks.


Denying the third vs Zerg? Look at the corners, man
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
1 2 Next All
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