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[MAP] (2)Midnight Crossing

Forum Index > BW General
Post a Reply
MeIIOw
Profile Joined April 2020
United States76 Posts
Last Edited: 2020-08-06 22:56:54
August 06 2020 20:20 GMT
#1
Name: Midnight Crossing
Size: 128x112
Players: 2
Creators: StyleZerG x mellOw
Note: Expo outside of natural is reduced to 1000 minerals / 3000 gas.

We have been working on this map for a couple weeks now.
Looking for some input from the community.
Anyone open for some test games this weekend?

Shout out to Qikz for hosting the STPL map contest and bringing some life back into the mapping scene. <3

[image loading]

DOWNLOAD:
remember that time idra was winning and he rage quit?
oxKnu
Profile Joined December 2017
1183 Posts
August 06 2020 20:46 GMT
#2
I think the main mineral lines should be pushed back a little and overall adjusted to make more room for the ridges in the center.

If the mains are a bit narrower that would help the higher ground areas in macro games. Terran is too strong as they are.

Nice map, pretty creative. Difficult for Protoss to defend a third vs Zerg, given how open the center is towards that third (presumably that's the third for P).
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
August 06 2020 21:46 GMT
#3
Map looks really nice and looking forward to where it ends up
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
August 07 2020 00:17 GMT
#4
This map looks like an ASL map
But it is cooler because it has 2 ways to come nat each other.
https://www.facebook.com/StarcraftRemasteredVN/
Jealous
Profile Blog Joined December 2011
10170 Posts
August 07 2020 01:39 GMT
#5
Are the neutral buildings stacked?

Reminds me of Camelot, I like the multiple paths. Gut instinct would say that PvT/could/ be a campfest but maps like Camelot have shown that it is not necessarily true.

Good work!
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 07 2020 02:22 GMT
#6
On August 07 2020 10:39 Jealous wrote:
Are the neutral buildings stacked?

Reminds me of Camelot, I like the multiple paths. Gut instinct would say that PvT/could/ be a campfest but maps like Camelot have shown that it is not necessarily true.

Good work!


Yeah, you have 2 neutral staked terran special buildings.

And yeah, given the expansion patter map has a macro tendency.. I’m trying to think of a way to adjust this a little bit more.
One way has been with some of the reduced minerals/gas
10%
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
August 07 2020 06:33 GMT
#7
Yeah I feel like for PvT there are some small adjustments to the spaces that might make T encampments a little harder to hold, or allow a little more circular movement.

Nothing major but those are the hardest edits sometimes...
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2020-08-09 18:41:16
August 09 2020 18:38 GMT
#8
Looks like there are 4 gas to turtle on on the hill and then 4 expos to fight over with no player clearly owning them. In principal a good setup for long, drawn-our games with no trivial map split.
I'd rather have another full gas in the centre though and the open expo outside the nat be a mineral only (or keep it a heavily reduced gas expo, just so it gains some more value as a stepping stone expo towards the rather far away 3rd).
However, speaking of distances: Why didn't you go with a standard corner main? That little bit of low ground clutter in the corners does not really anything of value, only makes building placement more awkward, makes main mineral lines more vulnerable (could be intentional/desirebale, but you'd not need to cut a piece out of the mains for that), makes mains take more space than they would need, and as a result increases distance to the safer 3rd at around 4/10.
When it comes to late game, the lack of perpendicular movement paths, the tight passages around the top right/bot left corners and the distribution of high and low ground means that all the neutral expansions should be very easy pushable for Terran with little flanking opportunities. On the other hand the same features also make the map good for Carriers and allow Zerg to abuse their mobility for multi-fronted raid warfare. Still it seems like Terran should be able to relatively comfortably split the map in half.
Stacked buildings or not, the backdoor still looks vulnerable. The natural is also right in the way of the main-to-backdoor pathing.
I would move the nat minerals right to the edge (maybe leaving the main formations more exposed to allow for a weak point for Muta harass), move the backdoor choke closer to the nat choke (so a Cannon can cover both) and probably make the backdoor path low ground (with a blocked backdoor ramp to the nat), but the bot left/top right expos high ground with an additional access point towards the outer middle paths.
It should also be noted that the main movement path for units is also the shortest path, and it's the main access route to what are most likely to be your first four bases too. So overall in most game for most of the time the map will be a very straight forward, linear (allegedly ring) "arena map" where players just build armies and bud heads in the centre. So I would go the cookie cutter way and reduce the centre path to a tight rush path, instead giving more room to the side paths and their respective expos.

EDIT: And this. I'll keep linking that article till people finally start to implement the technique and thus avoid all those finer positional imbalances of space distribution…
M3t4PhYzX
Profile Joined March 2019
Poland4200 Posts
August 10 2020 09:13 GMT
#9
looks lovely

would be really cool if some bo3 or bo5 showmatches between great players were casted on all these new maps

that would be great for exposure if possible, imo
odi profanum vulgus et arceo
att
Profile Joined March 2020
128 Posts
Last Edited: 2020-08-10 09:59:36
August 10 2020 09:58 GMT
#10
its quite tight in the middle part, tanks could just siege up near the ridges and its difficult to stop them. overall i think a bit terran favoured but it looks cool for sure

also terran can easily hold 4 bases with a line of tanks in tvp or in mech version of tvz. might be more ideal if the 4th base was a bit more open than it is now so that it is harder to defend,
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
August 10 2020 20:47 GMT
#11
Looks like a brilliant alteration of Blue Storm in a way, can't wait to try it out again.
AKA: TelecoM[WHITE] Protoss fighting
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
August 11 2020 00:30 GMT
#12
On August 10 2020 03:38 Freakling wrote:
Looks like there are 4 gas to turtle on on the hill and then 4 expos to fight over with no player clearly owning them. In principal a good setup for long, drawn-our games with no trivial map split.
I'd rather have another full gas in the centre though and the open expo outside the nat be a mineral only (or keep it a heavily reduced gas expo, just so it gains some more value as a stepping stone expo towards the rather far away 3rd).
However, speaking of distances: Why didn't you go with a standard corner main? That little bit of low ground clutter in the corners does not really anything of value, only makes building placement more awkward, makes main mineral lines more vulnerable (could be intentional/desirebale, but you'd not need to cut a piece out of the mains for that), makes mains take more space than they would need, and as a result increases distance to the safer 3rd at around 4/10.
When it comes to late game, the lack of perpendicular movement paths, the tight passages around the top right/bot left corners and the distribution of high and low ground means that all the neutral expansions should be very easy pushable for Terran with little flanking opportunities. On the other hand the same features also make the map good for Carriers and allow Zerg to abuse their mobility for multi-fronted raid warfare. Still it seems like Terran should be able to relatively comfortably split the map in half.
Stacked buildings or not, the backdoor still looks vulnerable. The natural is also right in the way of the main-to-backdoor pathing.
I would move the nat minerals right to the edge (maybe leaving the main formations more exposed to allow for a weak point for Muta harass), move the backdoor choke closer to the nat choke (so a Cannon can cover both) and probably make the backdoor path low ground (with a blocked backdoor ramp to the nat), but the bot left/top right expos high ground with an additional access point towards the outer middle paths.
It should also be noted that the main movement path for units is also the shortest path, and it's the main access route to what are most likely to be your first four bases too. So overall in most game for most of the time the map will be a very straight forward, linear (allegedly ring) "arena map" where players just build armies and bud heads in the centre. So I would go the cookie cutter way and reduce the centre path to a tight rush path, instead giving more room to the side paths and their respective expos.

EDIT: And this. I'll keep linking that article till people finally start to implement the technique and thus avoid all those finer positional imbalances of space distribution…


Those all seem like thoughtful suggestions.

I do hope that the main mineral line remains somewhat exposed.
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