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[Map] Another map - Page 2

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konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 25 2009 14:32 GMT
#21
On May 25 2009 23:28 The Raurosaur wrote:
It looks too complicated. There's the assimilators, the Xel'Naga temples, the 0 minerals on the ramp, and the line of minerals beside the nat ramp... It feels as if you've tried to cluster every cool map feature into one area, and the result feels a little messy. The nat also looks very small and hard to work with. Is it possible to sneak into the main without being seen by the opponent? Proxy gate potential perhaps?

With fast mineral hopping it's possible to proxy gate in the main, but I don't know about the timing. You can proxy at the nat or below the nat.

Just finished mechanics checking, will be updating OP in a minute.
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 25 2009 14:39 GMT
#22
Okay updated op
POGGERS
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
May 25 2009 15:04 GMT
#23
On May 25 2009 23:28 The Raurosaur wrote:
It looks too complicated. There's the assimilators, the Xel'Naga temples, the 0 minerals on the ramp, and the line of minerals beside the nat ramp... It feels as if you've tried to cluster every cool map feature into one area, and the result feels a little messy.

I sort of agree with this. Map features such as these are great to promote creative play, invention of new strats and in a way the evolution of SC, but they shouldn't be overdone. Having all of these things seem a bit excessive.

Map looks cool though! Keep working on it and try to balance it as much as possible.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 25 2009 15:27 GMT
#24
Didn't see samachking's suggestions, so I redid a bit based on his suggestions. Updated once again
POGGERS
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
May 25 2009 15:34 GMT
#25
I dont know about the assimilators on the ramp, did you try running goons or goliaths down there? I assume its going to be quite painful,otherwise looks better, But you still dont want 2 openings in your base which deny normal 12 hatch expand ZvT and FE PvZ, 2 staples of modern play, you really cant, I liked the 2 dead geysers that are build able in the previous version more. If you want to work on it, work in it for a while before updating and you can get yourself a decent map, gj on the work so far, I am a fan of 2 player maps.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
May 25 2009 15:37 GMT
#26
I enjoy abstract maps like this, but I think you need some form of a natural in order to give people a chance to play your map. As of now it seems T and Z are going to be under constant assault because there's so many entrances to the natural. Then there appears to be 3 bases side-by-side at 10 and 4, which I can't see being balanced.
Moderator
jinwoooooooo
Profile Blog Joined November 2007
United States176 Posts
May 25 2009 16:22 GMT
#27
I really can't see any way this map would be P>T. It's so easy for terrans to creep along the sides and eat up bases, and it looks really difficult for P to attack any terran base. I think this map screams T>P.

On a side note, have you ever considered how the pathings are on this map? I can sense a whole lot of trouble due to clutter (namely, the nat and the 4/10 o clock expansions)
Alventenie
Profile Joined July 2007
United States2147 Posts
May 25 2009 16:39 GMT
#28
For zvt people keep saying there is problems with the multiple entrances to the base. I think that if you deny the terran scouting by blocking the assims at your min only (the fastest way to scout before temples/minerals cleared), forcing him to go around, to the other wall. You could then send your first lings to kill the min only assims (and send 1 to block your natural assims). Once the min only assims are destroyed i don't see too much of a problem vs an early rush from terran, you can wall your assim and the temples take time to destroy.

I could see a 3 hat doing fine vs a terran if you put your 3rd hat above the xelnaga temples rather than at the min only.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 25 2009 16:59 GMT
#29
lol what maps did you look at ._.

I think that if you removed all the neutrals, the map wouldn't work. So I think you need a more solid/standard foundation to your map. But, this is definitely better than your last map; improvement is sometimes rare in mappers these days tt.

You're welcome to upload the map to broodwarmaps.net at any time oO It's made for uploading maps lol.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
PH
Profile Blog Joined June 2008
United States6173 Posts
May 25 2009 22:16 GMT
#30
There are seven bases and six gasses per player...which is insane.

Most four player maps have only 3.5 to 4 bases per starting location, and only three gasses per starting location. Two player maps generally have 4 or 5 with four gasses per player.
Hello
Dgtl
Profile Blog Joined December 2008
Canada889 Posts
May 25 2009 22:21 GMT
#31
So many gases, so close to together. This map kinda look like paranoid andriode.

Another thing is that you can cliff 2 bases from 1 spot. This map looks like a zerg map seeing as there are soooooo many gases so easily accessed.

I have one question too, how do you make the ramps so big (would go for bridges as well)
^______________^
YPang
Profile Blog Joined April 2007
United States4024 Posts
May 25 2009 22:24 GMT
#32
On May 26 2009 00:37 Chill wrote:
I enjoy abstract maps like this, but I think you need some form of a natural in order to give people a chance to play your map. As of now it seems T and Z are going to be under constant assault because there's so many entrances to the natural. Then there appears to be 3 bases side-by-side at 10 and 4, which I can't see being balanced.


nobody ever plays on maps thats not in iccup map pool anyways
sMi.Gladstone | BW: B high| SC2: gold T_T
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 26 2009 08:04 GMT
#33
Updated! Please please take a look and leave your thoughts/comments on how I can improve! Thanks!

On May 26 2009 07:21 Dgtl wrote:
I have one question too, how do you make the ramps so big (would go for bridges as well)


Use the ramps and tilesets they provide at broodwarmaps.net
POGGERS
kNife
Profile Joined December 2008
Malaysia70 Posts
May 26 2009 08:39 GMT
#34
its a nice map ..
but i don like the gas -,-l
kuala lumpur
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 26 2009 08:47 GMT
#35
On May 26 2009 17:39 kNife wrote:
its a nice map ..
but i don like the gas -,-l

Where?
POGGERS
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
May 26 2009 08:49 GMT
#36
Looks great, as long as the two buildable guysers are 0 gas. Once you take your nat, you're pretty much guaranteed your third as well, which sounds imba but I don't think it will be. Only one entrance unless someone sneakily makes an assim/refinery/extractor, which could lead to creative plays imo.
u gotta sk8
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 26 2009 08:54 GMT
#37
Yup, 0 gas. You can build on them and mine gas from both, so you can get +4 gas income

You can build an assimilator/refinery to sneak in a proxy, don't have to complete them. Just build, go through, cancel, and start building your proxy. Tested it
POGGERS
GTR
Profile Blog Joined September 2004
51521 Posts
May 26 2009 09:53 GMT
#38
have you play tested the map with anyone? if not i will.
Commentator
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
May 26 2009 09:54 GMT
#39
On May 26 2009 18:53 GTR wrote:
have you play tested the map with anyone? if not i will.

nobody =(

iccup gogo
POGGERS
PH
Profile Blog Joined June 2008
United States6173 Posts
May 26 2009 10:03 GMT
#40
It's gonna suck ass for ZvP...toss can rebuild the assims and go in and snipe the second natural with a string of speedlots super-quick...:\
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