UPDATE 21st April 2017 Version 1.0 Crown And Sceptre -No changes
This is just a label update from 0.95 to version 1.0.
And to celebrate the official launch of the finished map; Showmatch 3 DarkNetHunter vs fearthequeen casted by Herbmon and puppykiller
Thankyou very much guys!
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Get a head, get a hat Wand in hand, on thrones they sat
Overview
Above is actually slightly outdated 0.94 but looks very similar.
Showmatch 1 Cryoc vs LRM)INF3cted casted by FlashFTW Note this was played on an outdated version of the map. (mineral formation in top right main, cant build a townhall behind the mineral line at 12 o clock now, and there is more water cliff edit work behind the nats for example).
Showmatch 2 Cryoc vs LRM)INF3cted Round 2 casted by Sayle
Showmatch 3 DarkNetHunter vs fearthequeen casted by Herbmon and puppykiller
this map seems positionally heavily imbalanced, while it also looks like a remodeled Fighting Spirit when looking at certain positions.
Like playing 5 vs 7, 5 can take a gas expansion as his 3rd+4th, while 7 has to either expand towards his opponent for his 3rd, take an open mineral only, or take a way further away and harder to defend 3rd if he wants gas. And a perfect map split would leave the 7 guy with 1 more expansion, as 12 could be way easier contested in that scenario. There is a reason SCMDraft2 gives you the option to mirror terrain, so that this kind of stuff is taken care of
On December 02 2016 05:45 noname_ wrote: How to make a screen of map like this? I`d like to show my map.
Use SCMDraft 2.0, open your map with it and click "Save image" under "File" menu. After that I suggest using basic editor (MSPaint) and resize map image because output gonna be really big.
Interesting. Cool map Cardinal! I like this version quite a bit more than the ones I saw before! Very cool name. I see the crown now, but I would've never guessed the Sceptre.
-Water cliff snip at TL nat. -3 o clock ramp tile changed back. -Grass BR main SL. -Water at 3 o clock. -Grass centre mirrored. -Water cliff at bottom left nat entrance. -Tank hole at 6 o clock (mirrored tile). -Grass tile and dirt tile at top right nat entrance. -Improved ramps (and ramp palette). -Asphalt at 3 o clock water cliff -Retesting mining at TR main and its fast. (worker wobble for zerg but its fast). -Testing trying to ramp stack bug at TR main but couldn’t. -Cliff at TL nat entrance. -Changed author name to Jukado -Improved water clutter at 6 and 12 o clock (switched out vision tiles). -Mud behind 12 o clock.
FS is a good map. Its a good 10 year old map. CAS is a very good map. Its a brand new very good map. CAS grinds FS into a pulp and spits it out. **(BLASPHEMY. Burn the sinner!)**
FS is not a mythical map of perfection. Lets have a look at some randomly selected things.
FS BR nat red highlight (mistakes or things that could be improved) and CAS comparison: + Show Spoiler +
(remember you can easily wall with 2 pylons such that you leave a 1 tile gap for goons to access the base for drop defense etc if you wish). All 3rds wall in exactly the same way; 2 pylons diagonally for a hasty solution, add a 3rd pylon to seal tight against vults).
If only he had known about the mirror tool amirite LML?
I should point out the annoying repeating patterns problem is much more a badlands tileset thing than jungle. For example Destination is littered with it, the whole map, but here are some spots: Desti bottom main red highlight and CAS comparison + Show Spoiler +
OK so I think Ive made my point that much more love and care has gone into CAS than other maps.
Next I want to talk about how most maps are nowhere near positionally balanced. New Sniper Ridge + Show Spoiler +
See how you can expand to the 3rd but if you want to expand in the other direction it is much much further to the extent that its completely unviable. Maybe you should tell [Ragnarok]Valkyrie about the mirror tool LML.
This map is very bad in PvT when horizontal spawns. Very hard for P to expand ‘away’ from the terran. Even if he manages to (by delaying his 3rd and massing), Terran just expands along the edge taking 4 bases and walks into the Protoss territory easily. Its awful, and is the main reason I cant love Circuit Breaker as much as I want to (even if the decoration is plain to say the least). Mirror tool EarthAttack?
How many times does a terran ever get a 4th base? How many times does a Protoss expand ‘away’ from the terran. How much does it actually matter? We really should tell Rose about the mirror tool btw. Deco is bland again, compare it to (4)Eddy and its just night and day.
OMG if I expand in one direction I get a gas but if I expand in the other direction I have to take 2 mineral only bases before I can even get my 3rd gas! Top tip from LML; use the mirror tool [Ragnarok]Valkyrie. While you're at it let him know about the isometric tool as well so he can make some terrain that isnt just straight lines.
Next I want to talk about CAS. You say (LML) that if you spawn at BR and want to expand away then you either have to take a mineral only or go much further. Well yes it is a bit further but it is viable. Its also viable to simply not expand away and just take the regular close 3rd. And you say that if you spawn at BL then you can get a 4th gas easily, but the player at BR gets an easier mineral only in a split map scenario. Well yes that is true. So tell me if Protoss spawns at bottom left and Terran spawns at bottom right, who has the advantage? Its almost like one player has arbiters (clearly imbalanced) while the other player has siege tanks (totally OP). OK so tell me who wins?
Ask yourself why do you even play on 4 player maps at all? There are 3 reasons people play on 4 player maps. -You can 2v2 on them. -Scouting is uncertain -Variety
Well on most 4 player maps there are 3 matchups. On rotational maps you have cross spawn, spawn behind, and spawn infront. On axial maps you have cross spawn, horizontal, and vertical.
On CAS there are 12 matchups! This provides variety. This is something that can help a map to stand the test of time as you wont get bored of it. This wasn’t a mistake of not using the mirror tool (give me strength). This was very carefully designed and I poured all my experience into it.
No matter where you spawn, you can go up to 3 bases fairly (inline with all existing maps). To take a 4th base you have to move out onto the map. The middle of the map is wider than it is on FS.
May I remind you that Lost Temple uses this kind of symmetry and is deeply loved and considered a classic. I like to think that CAS is slightly more balanced (in all ways) than LT.
To answer RoomOfMush from the development thread about the 12 o clock base, the drop zone and the air gap: Theres a few reasons. The base is a min only and is open, so to make it more attractive/viable it is positioned closer by ground so that it is defensible. In a top left vs top right scenario in particular, drop play is already more attractive. So by having a drop zone behind the minline, and an air gap, helps to make good gameplay. What do I mean by that; fun and exciting, satisfying and fair. So for example, in PvT (top left vs top right), Protoss might want to use reaver on 2 base. And terran might do a 2 base 4 factory attack. Terran might take the min only at 12 o clock as his 3rd. If things weren’t going well for the Protoss, he might be slowly getting strangled which is very unsatisfactory gameplay. But with this drop zone and air gap, P still has the chance to make a comeback using a reaver/T cant lock out the threat by making a turret perimeter. Its these kind of little things that improve gameplay in quite subtle ways but help overall.
Lastly, if I were to simply delete the two mineral only bases (literally 4 clicks) the map would still be good. I am planning to keep them in currently though. One of the reasons for making this map was to add spice to FS. The mineral onlies contribute to that.
btw here are some walling pictures for the bottom right spawn, Im not necessarily saying they are the best or anything, there are lots of options. Also if you didn’t know already there are subtle building markers at the main ramps using plants. + Show Spoiler +
See in the above pic the nat entrance is a long corridor of unwalkable tiles so it is very forgiving and versatile for walling. Also makes for crisp gameplay for things like hydra busts and vult runbys. You can make a zergling tight wall by swapping the middle depot with a factory in the above picture. Or you can do a 1 rax 1 fac zealot tight wall like so: + Show Spoiler +
I also want to quickly make it clear that I love FS. Why else would I spend all this time making what is partly a homage to it. You wont get a bigger fan of brood war than me. The kespa mappers are all very good mappers. Towards the end of their careers I assume they had time constraints. I also want to point out that there are many many amazing korean mappers that never had their maps used by kespa.