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Active: 2480 users

[Map] Attempt no.3

Forum Index > BW General
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1 2 Next All
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2009-06-15 03:39:08
June 14 2009 17:40 GMT
#1
First attempt: http://www.teamliquid.net/forum/viewmessage.php?topic_id=93242
Second attempt: http://www.teamliquid.net/forum/viewmessage.php?topic_id=94032

This time, I attempted a 4-player rotational-symmetrical macro map.

Updated version:
+ Show Spoiler +
[image loading]



Info and features:
- Main: 9M + 1G (1500/5000)
- Nat: 7M + 1G (1500/5000)
- Corner expos: 7M + 1G (1500/5000)
- Xel'Naga temples: 5000HP
- Protoss temples: 1500HP
- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there
- Nat has a power generator which can be destroyed to make the nat choke wider
- Indestructible crystal sprite near the mineral lines to prevent unit runbys (mostly for PvZ balance)
- You can wall in with 2 supply depots and 1 rax with your marine spawning inside your main EXCEPT 9 expo.
- Zerg eggs that can only be passed with workers for scouting, allowing gameplay to change according to spawn locations
- Neutral Hives at corners so that Terrans and Protoss can't get a fast 3rd expo.


Anyone who wants to play on this map can give me a PM. Feedback and comments appreciated! (Even 'it sucks' is fine, as long as you tell me why lol)
POGGERS
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
June 14 2009 18:09 GMT
#2
Comments from looking at it.

it looks like third is extremely easy to take.
it seems that Terran can shell a third expansion with tanks.
this map seems Terran favored they can float over and attack
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
June 14 2009 18:16 GMT
#3
Third expo? You mean the corners? They can't be reached from the mains...
POGGERS
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
June 14 2009 18:20 GMT
#4
On June 15 2009 03:16 konadora wrote:
Third expo? You mean the corners? They can't be reached from the mains...

What? How so?

Are the overmind-things the start locations?
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Railz
Profile Joined July 2008
United States1449 Posts
June 14 2009 18:20 GMT
#5
- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there


This is confusing. Did you mean to put Overminds at the nat?

Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Husky
Profile Blog Joined May 2009
United States3362 Posts
June 14 2009 18:21 GMT
#6
You sure do love neutral buildings. I dunno about the main being siegeable (the corners), but looks great.
Commentaries: youtube.com/HuskyStarcraft
ghermination
Profile Blog Joined April 2008
United States2851 Posts
June 14 2009 18:25 GMT
#7
It seems that this map is kinda terran favored, which was already said, and also all the neutral buildings just kind of... interfere with how the game should be played. Sorry but i dont really like it.
U Gotta Skate.
sprawlers
Profile Joined June 2007
Norway439 Posts
June 14 2009 18:25 GMT
#8
imagine being P or Z at 4 a clock against terran at 6. he will have the shortest push distance in the universe to reach your main and siege it while taking the corner expo for free. terran will actually have a shorter route to reinforce than the besieged one. On other positions this map will work better i guess, though that really easy third with zero alternate paths makes the map look pretty boring.
pachi
Profile Joined October 2006
Melbourne5338 Posts
Last Edited: 2009-06-14 18:33:49
June 14 2009 18:30 GMT
#9
On June 15 2009 03:20 Railz wrote:
Show nested quote +
- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there


This is confusing. Did you mean to put Overminds at the nat?



I would assume if players start at the position, there is no overmind. But any free slots (like if you play 2 player), the empty mains will have a overmind to kill.

On June 15 2009 03:20 RoieTRS wrote:
Show nested quote +
On June 15 2009 03:16 konadora wrote:
Third expo? You mean the corners? They can't be reached from the mains...

What? How so?

Are the overmind-things the start locations?


I think he means tanks won't reach.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
June 14 2009 18:38 GMT
#10
Main issue with this map seems to be positional imbalance.

Depending on where you and your opponent spawn, you will want to play it out wildly different, but you can't scout so you end up being forced to guess, gamble or play cautious, which is detrimental to gameplay. I really think you need to add a lurker egg barrier with minerals on either side to enable workers to jump through the walls and scout your opponent's position and strategy. It's an interesting concept, but playing blind is never something you want to do, especially if it will cost you games.
Nobody beats the Beater
Exteray
Profile Blog Joined June 2007
United States1094 Posts
June 14 2009 18:57 GMT
#11
Reminds of Python
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
June 14 2009 18:58 GMT
#12
9 o ' clock can place tanks behind main minerals to defend/attack third expo below yes? Sure looks like it..

Cool map cant say anything other then it needs to be tested to know stuff
thopol
Profile Blog Joined May 2008
Japan4560 Posts
June 14 2009 19:05 GMT
#13
I like this better than your previous maps.

It has the 3 easy gas macro-style base that fits with the current metagame and the neutral buildings don't seem to interfere much with straight up play while allowing for some creativity.

You can't build in the middle area, correct?
Fontong
Profile Blog Joined December 2007
United States6454 Posts
June 14 2009 19:13 GMT
#14
It is possible to shell 9's main from 12? and 3's main from 6?

I would cry if I was playing on a map and that happened.
[SECRET FONT] "Dragoon bunker"
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
June 15 2009 02:55 GMT
#15
On June 15 2009 03:20 Railz wrote:
Show nested quote +
- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there


This is confusing. Did you mean to put Overminds at the nat?



As pachi mentioned, if you spawn there, the overminds disappear but if nobody spawns there, the overminds will remain there, forcing you to destroy them before starting an expo there.

On June 15 2009 03:21 HuskyTheHusky wrote:
You sure do love neutral buildings. I dunno about the main being siegeable (the corners), but looks great.


Everyone keeps saying siegable, but where? The path to the corner expos, or from the lower-ground to main's higher grounds around its perimeters?

On June 15 2009 03:25 ghermination wrote:
It seems that this map is kinda terran favored, which was already said, and also all the neutral buildings just kind of... interfere with how the game should be played. Sorry but i dont really like it.


How is it Terran-favored, and why do you think they interfere? I purposely put those buildings there.

On June 15 2009 03:25 lingallin wrote:
imagine being P or Z at 4 a clock against terran at 6. he will have the shortest push distance in the universe to reach your main and siege it while taking the corner expo for free. terran will actually have a shorter route to reinforce than the besieged one. On other positions this map will work better i guess, though that really easy third with zero alternate paths makes the map look pretty boring.


Mm should I do something about the corners then, so that the Terran can't take it easily?

On June 15 2009 03:38 prOxi.Beater wrote:
Main issue with this map seems to be positional imbalance.

Depending on where you and your opponent spawn, you will want to play it out wildly different, but you can't scout so you end up being forced to guess, gamble or play cautious, which is detrimental to gameplay. I really think you need to add a lurker egg barrier with minerals on either side to enable workers to jump through the walls and scout your opponent's position and strategy. It's an interesting concept, but playing blind is never something you want to do, especially if it will cost you games.


Oic, good point there. I'll keep that in mind and do some adjustments.

On June 15 2009 03:58 Patriot.dlk wrote:
9 o ' clock can place tanks behind main minerals to defend/attack third expo below yes? Sure looks like it..

Cool map cant say anything other then it needs to be tested to know stuff

You mean nat minerals? Or you mean third expo above?

On June 15 2009 04:05 thopol wrote:
I like this better than your previous maps.

It has the 3 easy gas macro-style base that fits with the current metagame and the neutral buildings don't seem to interfere much with straight up play while allowing for some creativity.

You can't build in the middle area, correct?


The crevice areas can't be built on, but the middle cross area can be built on.

On June 15 2009 04:13 Fontong wrote:
It is possible to shell 9's main from 12? and 3's main from 6?

I would cry if I was playing on a map and that happened.


I just tested and you can attack the TOWN HALL with siege tanks. Jesus. Fixing that lol
POGGERS
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
June 15 2009 03:05 GMT
#16
no I kinda like the siege tank imba

and i think players at 6/12 have an inherent advantage because they can FE safely unless they get scouted and proxied
Peaked at C- on ICCUP and proud of it! @Sunyveil
Empyrean
Profile Blog Joined September 2004
17040 Posts
June 15 2009 03:06 GMT
#17
There aren't many resources on the map :/

Also the mains are huge <_<
Moderator
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
June 15 2009 03:39 GMT
#18
updated :<
POGGERS
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2009-06-15 03:40:43
June 15 2009 03:39 GMT
#19
The first thing I noticed is the massive T > P imbalance on this map. I would never play it. Being able to shell the mains from below the cliffs needs to be fixed immediately.
edit: I guess you can disregard my comment now.
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
Last Edited: 2009-06-15 03:41:46
June 15 2009 03:40 GMT
#20

- Overminds at starting locations, so that players need to destroy the Overminds before starting an expo there

if u OD on these zerg become imba on the map...

EDIT: also can you get units out properly out of those mains? a lot of them look very unit rally unfriendly
ggyo...
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