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Map (4)Roaring Currents 0.93

Forum Index > BW General
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seunghwan Jo
Profile Joined January 2017
4 Posts
February 15 2017 14:46 GMT
#1
[image loading]


(4)Roaring Currents 0.93

Created by : gr8raccoon (seunghwan Jo)

Starting ( 11, 1, 5, 7 )

Size : 128x128

Resources : * 10M+1G (4) [ (1M 500 minerals) ] ::
* 7M+1G (4)
* 6M+1G (4) [ (1G 1500 gas) ] ::
* 6M (4)

Rush time : (^SCV,Prove,Drone ↔ 34 seconds / ↕ 30 seconds / ↖, ↘ 44 seconds )


You can't build something here
[image loading]



[image loading]



And you can download this map ↓

after changing .jpg to .scx, you can play it


www.ygosu.com (Ob)

http://www.ygosu.com/community/board/download.yg?idx=1256654 (Melee)

http://www.ygosu.com/community/board/download.yg?idx=1256655 (FOG)
ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
Last Edited: 2017-02-15 17:25:54
February 15 2017 16:31 GMT
#2
Image isn't loading above. Try this (edit- uploaded to imgur, ygosu giving error):
[image loading]
Looks like Terran heaven.
Piste
Profile Blog Joined July 2006
6183 Posts
February 15 2017 16:36 GMT
#3
None of the images are working for me.
onlystar
Profile Joined March 2015
United States971 Posts
February 15 2017 20:12 GMT
#4
beautifully designed , however in my opinion i find that maps with 2base mains often display unattractive gameplay..
maybe katrina is an exception
Freakling
Profile Joined October 2012
Germany1533 Posts
February 15 2017 22:34 GMT
#5
Double nat with free backdoor gas is pretty much an instant turn-off for me
Highgamer
Profile Joined October 2015
1451 Posts
Last Edited: 2017-02-15 23:05:58
February 15 2017 23:05 GMT
#6
I have one idea for this map:

1raxCCCC

wouldn't work probably, but basically this map is an invitation to jump right into the lategame, I guess.
duke91
Profile Joined April 2014
Germany1458 Posts
February 15 2017 23:57 GMT
#7
I suggest an egg blocking the ramp on the back expansion.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
FlaShFTW
Profile Blog Joined February 2010
United States10357 Posts
February 16 2017 00:46 GMT
#8
On February 16 2017 08:05 Highgamer wrote:
I have one idea for this map:

1raxCCCC

wouldn't work probably, but basically this map is an invitation to jump right into the lategame, I guess.

I have a counter idea:

Scout. Notice your opponent playing greedy as shit, kill them.

This map is interesting but it doesn't have any like "you need to grab extra expansions" feel to it. Literally holding 2 chokes means you have 6 bases... and not just 6 bases, 6 GAS bases. At least Andromeda was fair with only 5 mineral patches and no gas for their bases. Maybe add a backdoor temple for those bases to make the gameplay much more interesting.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Terrorbladder
Profile Joined May 2014
2720 Posts
February 16 2017 00:52 GMT
#9
free 3 gas is Zerg + Protoss heaven.
My dream is to fertilize two females at a time.
Piste
Profile Blog Joined July 2006
6183 Posts
Last Edited: 2017-02-16 01:51:54
February 16 2017 01:47 GMT
#10
On February 16 2017 08:57 duke91 wrote:
I suggest an egg blocking the ramp on the back expansion.

would be quite bad for protoss. z has ovos and t can float building and mineral walk trought.

edit:The map looks beatiful, but I wonder how hard PvT is with all those bridges and free 3rd for t..
Highgamer
Profile Joined October 2015
1451 Posts
Last Edited: 2017-02-16 07:45:26
February 16 2017 07:43 GMT
#11
On February 16 2017 09:46 FlaShFTW wrote:
Show nested quote +
On February 16 2017 08:05 Highgamer wrote:
I have one idea for this map:

1raxCCCC

wouldn't work probably, but basically this map is an invitation to jump right into the lategame, I guess.

I have a counter idea:

Scout. Notice your opponent playing greedy as shit, kill them.



So far, so vague so general... I didn't want to claim that people can pull the plug from their brains on such a map...

Of course you wouldn't get away with it every game, especially the 1raxCCCC-thing ^^ (as I pointed out), but a rax and 1-2 depots can block the nat as far as i can tell, and it's a 4 player map, so good chances to not get scouted asap.

It was a pointed statement, of course you'd have to make it a 1fact double expo in TvP e.g., and in TvZ you'd have to prepare something vs mutas before adding the 3rd.

Still you'd see a lot of games where people rush for the 3rd base if they see a slight chance - after they scouted, obviously.
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
February 16 2017 10:58 GMT
#12
On February 16 2017 09:52 Terrorbladder wrote:
free 3 gas is Zerg + Protoss heaven.


Slightly unrelated, but having some z and p favored maps in the next asl would show people (non-bw elitists that t aren't op (and that bw is balanced). They could make some anti-terran maps if they wanted.
noname_
Profile Blog Joined April 2007
466 Posts
February 16 2017 11:46 GMT
#13
Gods Garden 2.
RoomOfMush
Profile Joined March 2015
1296 Posts
February 16 2017 15:33 GMT
#14
Here is a suggestion: Make the inbase natural an island base and add a third in front of the regular natural. Also add gas to the 9th and 3rd.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 16 2017 18:56 GMT
#15
Safe back doors coupled with a standard nat expo I feel makes for stale gameplay.
The middle might be annoying to move armies, not sure if it is strategically interesting enough for me.
www.broodwarmaps.net
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 16 2017 21:10 GMT
#16
Well, the back expo does only have 1500 gas. You can't turtle too long on it. It forces you to move out after mid-late game depending on the matchup.
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
February 17 2017 00:39 GMT
#17
On February 16 2017 20:46 noname_ wrote:
Gods Garden 2.


Initially I agreed, but this map at least looks like it would lead to some more interesting game play, given that there are non-base expansions


God's Garden for comparison:

[image loading]
EntusGalleries.com - CJ Uniform Sale
Terrorbladder
Profile Joined May 2014
2720 Posts
Last Edited: 2017-02-17 01:49:43
February 17 2017 01:48 GMT
#18
On February 17 2017 06:10 neobowman wrote:
Well, the back expo does only have 1500 gas. You can't turtle too long on it. It forces you to move out after mid-late game depending on the matchup.
that's why it's really Z+P favored, they only need to take the natural to effectively gain 2 more expansions, and T is stuck on 3 bases whole game against 6+ bases. And then the natural is the only ground path to the back expo so it makes shutting down expos as T even slower
On February 16 2017 19:58 Essbee wrote:
Show nested quote +
On February 16 2017 09:52 Terrorbladder wrote:
free 3 gas is Zerg + Protoss heaven.


Slightly unrelated, but having some z and p favored maps in the next asl would show people (non-bw elitists that t aren't op (and that bw is balanced). They could make some anti-terran maps if they wanted.
no fuck that shit
My dream is to fertilize two females at a time.
FlaShFTW
Profile Blog Joined February 2010
United States10357 Posts
February 17 2017 06:25 GMT
#19
On February 17 2017 00:33 RoomOfMush wrote:
Here is a suggestion: Make the inbase natural an island base and add a third in front of the regular natural. Also add gas to the 9th and 3rd.

I like this suggestion. Especially the 9 and 3 being gas bases otherwise zergs and protoss don't really have that much incentive to take it.

My suggestion would be to add rocks to the middle of the map from the inbase natural and then stick another base between the rocks where a 12/6 would be. gas is optional. This provides more bases to take which promotes non-turtling, as well as players needing to play smarter with their backdoor natural. Probably what, 20 temples is good? idk how many are on maps like NEC or Medusa but the same amount is probably the best.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 17 2017 09:05 GMT
#20
On February 17 2017 06:10 neobowman wrote:
Well, the back expo does only have 1500 gas. You can't turtle too long on it. It forces you to move out after mid-late game depending on the matchup.


The point is that you will still turtle as opposed to not turtling at all, even if it is for a short while.

Did anybody watch Stork vs Best on Central Districts in moo vs Neox? That is exactly what happens (how the game played out: low interaction between players until their economy kicked in) on maps like this where there are easily defendable or completely safe backdoor expansions... it happens also in God's Garden (since it is still in people's recent memory), and Loki as well.
There is such a big defender's advantage in having only a ramp to hold that the only consistently viable way to play such a map is to go for a big early economy and expand. Another way to play is over-the-top aggression and/or builds or strategies that try to catch the greedy player off guard.
One can argue that it creates a more entertaining gameplay to have players build up a huge economy and then fight with maxed armies, or the argument can go the other way.
Also there seem to be a lot of suggestions flying around, but you have to take into consideration that any change has the potential to alter the fundamental play style of the map. If you make the backdoors islands then you have essentially made the map a semi-island map, and it has big implications for balance. An edit that changes the underlying concept of the map can be detrimental in the eyes of the person who made it, unless they are open to this option (or if you want to take up the effort yourself).
So if you offer a mapmaker (unfortunately there aren't many of them) ways to improve a map keep that in mind. The concept of the map seems to be safe backdoors... so what changes can be made to the execution of the concept to help gameplay and balance? Maybe, as in God's Garden, make the back doors cliffable? Or maybe get rid of the backdoor gas? Or maybe reduce space for turrets in the backdoor? Or maybe make the front natural expansion have easily harrassable mineral formations for mutalisks?

Just my rambly 2 cents
www.broodwarmaps.net
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
February 17 2017 17:15 GMT
#21
Maps like this are whined about, but they have always existed. There should be one map like this in each map pool. I would say the same about island maps, but we all know the balance isn't there.

I would enjoy playing this. Sure, a free backdoor expo can favor certain races (I am zerg, so I don't want it to sound biased), but at the same time overall skill versus map design is another debate. It doesn't matter how this map is made, I probably will still get my ass kicked by tons of people who are better than I am.
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
BisuDagger
Profile Blog Joined October 2009
Bisutopia19327 Posts
February 17 2017 19:00 GMT
#22
Honestly, this map has a pretty good look and feel to it. It is nice to have some strong eco mid game maps.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
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