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[MAP] (3)Turbine

Forum Index > BW General
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1 2 3 Next All
MineraIs
Profile Joined September 2020
249 Posts
Last Edited: 2021-02-08 00:11:38
January 21 2021 04:13 GMT
#1
*Updated 2/7/2021*

[image loading]
Official map by MineraIs


Turbine 1.01
[image loading]

>> DOWNLOAD <<
>> DOWNLOAD <<
>> DOWNLOAD <<

Map Information
Name: Turbine 1.01
Tileset: Structure (Badlands)
Players: Three (3)
Starting: 2, 6, 10
Size: 128x128
Creator: Minerals

Resources
Main Base: 8x1500 1x749 + 1x5000
Side Yard: 7x1500 + 1x5000
Mineral Front Yard: 7x1500
"3rd Gas" Multi: 7x1200 + 1x4000(gas)

Concept
This map is based on top of a very large warehouse structure on planet Mar Sara.
The vision is to be able to expand clockwise or counter clockwise with the same distance and scouting units will automatically walk outside dirt path. The "3rd bases" are reduced to 1200 + 4000 because so many multi on top of ramp and forcing players to continue to expand and eat around the map.
Yes, there may be some positional variety involving spawning in bottom position - but since the Main base and Side yard are "one base" then the positional variety is balanced out.

Features
-Pathing de-bug so units will properly walk on map and Reavers will not have hard time shooting in battle.
-Scouting units follow outer circle around center of map with smaller ramps.
-Big armies move through center area and big ramp.
-Main base has "pocket" for unit control behind minerals.
-Front yard sim city is easy for all races.
-All players can properly block all entrances with 3-4 pylons.

Player Notes
-Neutral Creep Colony: If zerg player spawns, Neutral creep colony will create creep near ramp for defense structures.
-Yellow "Grid" (center) = Unbuildable.
-Dirt pathway = Buildable.
-Neutral main base has "X" blocking efficient mining because of two multi above one ramp (same as (3)Transistor).

Rushing Distance
Ramp to ramp = ~25 seconds (Polypoid = ~27 seconds)
Short rush is okay since the side yard is easy to control inside of main base up one ramp and easy to make wall.

UPDATES
1.0 --> 1.01
Widened all ramps in center by ~4 tiles.


---

리소스
메인베이스 : 8x1500 1x749 + 1x5000
사이드 야드 : 7x1500 + 1x5000
미네랄 프론트 야드 : 7x1500
"3 차 가스"멀티 : 7x1200 + 1x4000 (가스)

개념
이지도는 Mar Sara 행성에있는 매우 큰 창고 구조를 기반으로합니다.
비전은 동일한 거리로 시계 방향 또는 시계 반대 방향으로 확장 할 수 있으며 정찰 유닛은 자동으로 먼지 경로 밖으로 걸어 갈 것입니다. "3 번 기지"는 1200 + 4000으로 줄었습니다. 경사로 위에 너무 많은 멀티가 있고 플레이어가 계속해서지도를 확장하고 먹도록하기 때문입니다.
예, 하단 위치에서 스폰을 포함하는 위치에 따라 약간의 다양성이있을 수 있습니다.하지만 메인베이스와 사이드 야드가 "1베이스"이기 때문에 위치 다양성이 균형을 이룹니다.

기능
-디버그 경로 지정으로 유닛이지도에서 제대로 걸을 수 있고 리버가 전투에서 사격하는 데 어려움을 겪지 않습니다.
-추적 유닛은 더 작은 램프가있는지도 중앙의 바깥 쪽 원을 따릅니다.
-큰 군대가 중앙 지역과 큰 경사로를 통해 이동합니다.
-메인베이스에는 광물 뒤의 유닛 제어를위한 "포켓"이 있습니다.
-앞마당 시뮬레이션 도시는 모든 레이스에서 쉽습니다.
-모든 플레이어는 3-4 개의 철탑으로 모든 입구를 올바르게 차단할 수 있습니다.

플레이어 노트
-중립 크립 식민지 : 저그 플레이어가 스폰되면 중립 크립 식민지는 방어 구조물을 위해 경사로 근처에 크립을 생성합니다. **
-노란색 "격자"(가운데) = 제작 불가.
-먼지 경로 = 건설 가능.
-중립 메인베이스는 하나의 램프 위에 두 개의 멀티 멀티 ((3) 트랜지스터와 동일)로 인해 효율적인 채굴을 차단하는 "X"가 있습니다. *

돌진 거리
램프로 램프 = ~ 25 초 (Polypoid = ~ 27 초)
사이드 야드는 한 경사로 위로 메인베이스 내부를 제어하기 쉽기 때문에 이것은 큰 문제가 아닙니다
*beep beep* not enough minerals.
oxKnu
Profile Joined December 2017
590 Posts
January 31 2021 14:54 GMT
#2
Cool idea.

I think that third base positioning should be re-worked though.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria671 Posts
January 31 2021 16:29 GMT
#3
Love the support for Zergs!

Also I want this Nexus:

[image loading]

Tribune approves!

[image loading]
Join the No Hunters Free For All Discord: https://discord.gg/kWNQvnd
M3t4PhYzX
Profile Joined March 2019
Poland1942 Posts
Last Edited: 2021-01-31 17:05:10
January 31 2021 17:04 GMT
#4
looks extremely interesting!

wish some showmatches were organized on it so we can get the feeling of balance, etc.

You're on fire with these new maps lately, Minerals Thanks a lot man. Keep up the great work.
odi profanum vulgus et arceo
ox.tQ
Profile Joined November 2010
407 Posts
January 31 2021 18:01 GMT
#5
On February 01 2021 02:04 M3t4PhYzX wrote:
looks extremely interesting!

wish some showmatches were organized on it so we can get the feeling of balance, etc.

You're on fire with these new maps lately, Minerals Thanks a lot man. Keep up the great work.


Second that!
If we build it, will they come?
TL+ Member
Jealous
Profile Blog Joined December 2011
8743 Posts
January 31 2021 18:25 GMT
#6
Might be one of the most aesthetically unique maps I've seen. Nice!
𝐶𝑜𝑛𝑡𝑟𝑜𝑙 𝑦𝑜𝑢𝑟 𝑖𝑛𝑛𝑒𝑟 𝑛𝑎𝑡𝑢𝑟𝑒. -- бум бум сучка!
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States9274 Posts
January 31 2021 20:03 GMT
#7
I love the look of the map, I'm just worried it's a little too chokey. The mineral only might make things a little hard to move around, and the small ramps for scouts I think should be made bigger.

Here's a suggestion to open up the map a little bit more: make the large central ramps one tile larger, make the side ramps for scouts 1-2 tiles larger. Change the mineral only base locations... one suggestion could be to flip the mineral layout so it's tucked up against the main/natural high ground, and change the terrain so that it's not quite as easy to defend. You already have an in-base natural, no need to make the 3rd more constricted and hard to attack imo.

Blue arrow: move the minerals. Red lines: widen the ramps. White X: remove the terrain. Purple circle: I think you can keep these if you move the minerals, still helps a bit with defense but opens the center.

[image loading]
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Just_a_Moth
Profile Joined March 2012
Canada1704 Posts
January 31 2021 21:00 GMT
#8
This is a really cool map.

I think I generally agree with FlaShFTW; opening map up a bit will help, especially moving the minerals at third.
M3t4PhYzX
Profile Joined March 2019
Poland1942 Posts
January 31 2021 21:51 GMT
#9
On February 01 2021 05:03 FlaShFTW wrote:
I love the look of the map, I'm just worried it's a little too chokey. The mineral only might make things a little hard to move around, and the small ramps for scouts I think should be made bigger.

Here's a suggestion to open up the map a little bit more: make the large central ramps one tile larger, make the side ramps for scouts 1-2 tiles larger. Change the mineral only base locations... one suggestion could be to flip the mineral layout so it's tucked up against the main/natural high ground, and change the terrain so that it's not quite as easy to defend. You already have an in-base natural, no need to make the 3rd more constricted and hard to attack imo.

Blue arrow: move the minerals. Red lines: widen the ramps. White X: remove the terrain. Purple circle: I think you can keep these if you move the minerals, still helps a bit with defense but opens the center.

[image loading]

some great points, actually
odi profanum vulgus et arceo
MineraIs
Profile Joined September 2020
249 Posts
Last Edited: 2021-02-02 07:00:03
February 02 2021 06:56 GMT
#10
Just seeing these comments and updating OP.

The map has been completed, and is actually basically the opposite of FlashFTW's advice. :D

-Edited 6 oclock base size
-Adjusted mineral only towards center of map
-Added deco
-Made some adjustments regarding siege tanks.

Turbine 1.0
[image loading]


*beep beep* not enough minerals.
thedeadhaji *
Profile Blog Joined January 2006
38991 Posts
February 02 2021 07:21 GMT
#11
Imo I'd want to see the map play tested with the mineral only as placed in the OP rather than default to a configuration we see frequently (against the main). I don't think the point of these efforts is to be conservative about configuration and map dynamics, especially on a first release.

Great work as always
abuse
Profile Joined April 2011
Latvia1899 Posts
Last Edited: 2021-02-02 08:27:20
February 02 2021 08:24 GMT
#12
why the smaller ramps in the middle?
How can protoss beat terran mech? It's hard enough being able to contest any base at all, but there's literally no way of beating a terran out on the map with movement so constricted.
I don't believe you.
Ollin
Profile Joined December 2017
Poland73 Posts
February 02 2021 08:46 GMT
#13
The map looks very nice, i like the ideas from Flash but first i'd like to see some games on map from OP too.

On February 02 2021 17:24 abuse wrote:
why the smaller ramps in the middle?
How can protoss beat terran mech? It's hard enough being able to contest any base at all, but there's literally no way of beating a terran out on the map with movement so constricted.


What do you mean? Either 1a2a3a or Carriers
iRk-Ollin
abuse
Profile Joined April 2011
Latvia1899 Posts
February 02 2021 11:36 GMT
#14
On February 02 2021 17:46 Ollin wrote:
The map looks very nice, i like the ideas from Flash but first i'd like to see some games on map from OP too.

Show nested quote +
On February 02 2021 17:24 abuse wrote:
why the smaller ramps in the middle?
How can protoss beat terran mech? It's hard enough being able to contest any base at all, but there's literally no way of beating a terran out on the map with movement so constricted.


What do you mean? Either 1a2a3a or Carriers


you can't 1a2a3a and expect to kill anything on a map like this.
I don't believe you.
MineraIs
Profile Joined September 2020
249 Posts
Last Edited: 2021-02-02 12:28:14
February 02 2021 12:12 GMT
#15
On February 02 2021 17:24 abuse wrote:
why the smaller ramps in the middle?
How can protoss beat terran mech? It's hard enough being able to contest any base at all, but there's literally no way of beating a terran out on the map with movement so constricted.


stop using arbiters and start using shuttles!
*beep beep* not enough minerals.
FlaShFTW
Profile Blog Joined February 2010
United States9274 Posts
February 03 2021 22:16 GMT
#16
Yeah I'm a little concerned about how hard it will be to push over the ramps. The sides are impossible, and the center is really constricted. If you prefer a tighter center ramp area, I recommend then adding another intermediate ramp between the center ramps and the small ramps on the side, sort of like a longinus style where the middle offers many counter attacks. I'd like to see some top players submit some replays on this layout, and maybe have OP create a second map and have some playtest with a more open map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
MineraIs
Profile Joined September 2020
249 Posts
Last Edited: 2021-02-03 22:31:08
February 03 2021 22:26 GMT
#17
The double-wide ramps (smaller center ramps) seem to move 24 dragoons just fine, so not sure about constriction or immobility. Have you played some games on the map or are you basing off of the image?
So far in my test games I have not felt P<T when T holds center.
*beep beep* not enough minerals.
MineraIs
Profile Joined September 2020
249 Posts
Last Edited: 2021-02-04 09:52:44
February 04 2021 09:50 GMT
#18
On February 01 2021 05:03 FlaShFTW wrote:
I love the look of the map, I'm just worried it's a little too chokey. The mineral only might make things a little hard to move around, and the small ramps for scouts I think should be made bigger.

Here's a suggestion to open up the map a little bit more: make the large central ramps one tile larger, make the side ramps for scouts 1-2 tiles larger. Change the mineral only base locations... one suggestion could be to flip the mineral layout so it's tucked up against the main/natural high ground, and change the terrain so that it's not quite as easy to defend. You already have an in-base natural, no need to make the 3rd more constricted and hard to attack imo.

Blue arrow: move the minerals. Red lines: widen the ramps. White X: remove the terrain. Purple circle: I think you can keep these if you move the minerals, still helps a bit with defense but opens the center.

[image loading]


Something I just thought of:

If the ramps were wider, the rush distance would be way to short.
If the min only multi was against the wall then it would create an annoying pathing issue for armies casually moving around.
*beep beep* not enough minerals.
abuse
Profile Joined April 2011
Latvia1899 Posts
February 04 2021 09:55 GMT
#19
I think rush distance is a small price to pay and in fact is actually a welcome change considering the free 2nd main, allowing for rushes to also be effective.

if you're that worried, then there's always neutral buildings like temples or eggs to place on routes you don't want to be used too early.
I don't believe you.
FlaShFTW
Profile Blog Joined February 2010
United States9274 Posts
Last Edited: 2021-02-04 21:02:00
February 04 2021 20:44 GMT
#20
On February 04 2021 18:55 abuse wrote:
I think rush distance is a small price to pay and in fact is actually a welcome change considering the free 2nd main, allowing for rushes to also be effective.

if you're that worried, then there's always neutral buildings like temples or eggs to place on routes you don't want to be used too early.

I agree with this comment. If you're concerned about rush distance being maybe 2 seconds faster with widened side ramps, then just add path blockers like generators at the top of the ramp or something. I think that would be a pretty simple fix all things considered.

Minerals, it's clear you are very much in love with your map design and seem very against changing it. I find it hard to believe you have an easy time moving 24 dragoons through the center. Are you walking them in a straight line, or are you getting them to be very spread out while walking through? Please provide some replays so we can see how the map is playing out, that's what I want to know.

Also your point of pathing issues with the minerals against the main isnt really an issue. You already might have that issue if you're moving your army back and forth around the mineral only already.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
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