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[M] New map: (4)Plutoid

Forum Index > BW General
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djdolber
Profile Joined May 2008
Sweden85 Posts
August 10 2008 15:06 GMT
#1
Hi, i have been working on this map (4)Plutoid for a while and it is at revision 7 now, i have had some help testing the map and it has been streamlined based on the feedback i have been getting from the community. I would really appreciate any further feedback i can get on the map so that it can be perfected. If you deciede to play the map, post the replay on the maps main page (see link below) so i can check it out I hope you enjoy the map and dont hesitate to post feedback!

Image:
[image loading]


The map page with replays is here:
Map main page

Get the Map here:
(4)Plutoid Melee version
(4)Plutoid Observer version
SCV good to go sir!
RoC)Ninjah
Profile Blog Joined May 2008
United States238 Posts
August 10 2008 15:28 GMT
#2
looks hard for pvt because t can get li ke 4 free bases but i love the design, keep up the good work, will try this later!
Much will win a title before his hair turns grey.
Chill
Profile Blog Joined January 2005
Calgary25987 Posts
August 10 2008 15:38 GMT
#3
You killed this map when you made the mineral only the natural, imo.
Moderator
djdolber
Profile Joined May 2008
Sweden85 Posts
August 10 2008 15:42 GMT
#4
Chill, could you elaborate, why do you think that killed the map? How would you change it to make it better ?
SCV good to go sir!
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
August 10 2008 15:42 GMT
#5
On August 11 2008 00:38 Chill wrote:
You killed this map when you made the mineral only the natural, imo.

Entrances between the expos aren't that far so I guess the player can choose.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-08-10 15:48:39
August 10 2008 15:46 GMT
#6
Looks like you tried to incorporate Python, Othello and Arcadia into one big map... XD I would suggest that after so many revisions of the map, you scratch this and begin on a new map. Now that you have experience in creating a map, begin making your own concepts instead of borrowing from others

Hats to making maps, keep it up! It looks like you spent a lot of time on it, continue with your effort and you'll be a great mapper in no time
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
djdolber
Profile Joined May 2008
Sweden85 Posts
Last Edited: 2008-08-10 15:54:41
August 10 2008 15:53 GMT
#7
Superiorwolf, i went in to make a good balanced "standard" map.. Next map i will try some new stuff, but it is pretty hard not to accidentally "copy" other map designs, because there are so many maps already. Btw, good luck on TLA-JF tonight, i trust youre gonna be there to try and get to play ??

Also, i had never seen arcadia before i made this map, i was later told the layout was similar..
SCV good to go sir!
Chill
Profile Blog Joined January 2005
Calgary25987 Posts
August 10 2008 15:54 GMT
#8
You killed choice. You have your natural, are you going to build up or risk an expansion? Well of course you're going to expand because there's zero risk involved. You already control your natural and have all your defenses consolidated there, so you essentially get a free base.

I could be wrong since there's been several maps with this principle (Andromeda to some extent, Azalea, Arcadia II) but that's how I feel.
Moderator
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
August 10 2008 15:56 GMT
#9
On August 11 2008 00:38 Chill wrote:
You killed this map when you made the mineral only the natural, imo.


Actually, I think it'd be ok in this case, as both expo's share that common choke. So a zerg could just 2nd hatch at min only, 3rd hatch at gas expo, for example. Second gas isn't needed that early anyway.


But man, that rush distance between 11/7 and 2/5 is like scary short haha.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
August 10 2008 16:00 GMT
#10
djdolber it sounds great It's always nice to have more people getting into mapmaking. And no, I can't do TLA because I've been in China and I'm still here for 7 days or so. Although I probably wouldn't get to play anyways since I've played twice already, I'd have to smurf Eh jk lol
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
August 10 2008 16:12 GMT
#11
On August 11 2008 01:00 Superiorwolf wrote:
djdolber it sounds great It's always nice to have more people getting into mapmaking. And no, I can't do TLA because I've been in China and I'm still here for 7 days or so. Although I probably wouldn't get to play anyways since I've played twice already, I'd have to smurf Eh jk lol


But thats so far away, Bunker rush ftw?
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
August 10 2008 16:22 GMT
#12
the third expansion is a bit too well defended, you could open it up a little by removing the hills in red lines I've placed.
And you could add some hills where there is green.
You should also remove 1 of the extractors in the side hills, since such easy to defend positions would become sure choice for 4th expansion. - In Blue color




[image loading]
djdolber
Profile Joined May 2008
Sweden85 Posts
Last Edited: 2008-08-10 16:51:46
August 10 2008 16:48 GMT
#13
SlickR12345, what you have drawn is basicly backwards evolution from the last version to this verison.. lol

If i would open up between the red and the ramps maybe that could be interesting.. the red is a good oviespot id rather keep it...
SCV good to go sir!
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 10 2008 17:22 GMT
#14
Couldnt you cliff the gas expos from the top and bottom middle expansions?
Artillery spawned from the forges of Hell
djdolber
Profile Joined May 2008
Sweden85 Posts
August 10 2008 17:27 GMT
#15
arb, no, i havent tested it properly though but i will to make sure they arent cliffable with siegetanks
SCV good to go sir!
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