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Active: 797 users

[Map] Attempt no.3

Forum Index > BW General
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konadora *
Profile Blog Joined February 2009
Singapore66158 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
Singapore66158 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
Singapore66158 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
16984 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
Singapore66158 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...
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
June 15 2009 03:41 GMT
#21
On June 15 2009 12:40 R3condite wrote:
Show nested quote +

- 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...

OD?
POGGERS
Entertaining
Profile Joined September 2007
Canada793 Posts
June 15 2009 03:44 GMT
#22
I dont play on maps where i gotta break shit.
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
June 15 2009 03:46 GMT
#23
On June 15 2009 12:41 konadora wrote:
Show nested quote +
On June 15 2009 12:40 R3condite wrote:

- 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...

OD?

over do it... u got overminds everywhereeee
ggyo...
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
June 15 2009 03:52 GMT
#24
maybe remove the Overminds at starting locations? (Since there are already Hives at the corners)
POGGERS
Trozz
Profile Blog Joined November 2008
Canada3454 Posts
June 15 2009 04:01 GMT
#25
Let's playtest this map.
Throw me a PM some time.
Or join IRC.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
June 15 2009 04:45 GMT
#26
[url blocked]
POGGERS
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
June 15 2009 04:52 GMT
#27
On the bottom main if you send SCV to one of the mineral patches it starts mining from behind? It looks like the long way around.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
June 15 2009 05:28 GMT
#28
Extremely awkward mains. Also, getting from the start location to the natural forces you to cross half of the map.

Not much deco in many areas such as the main.

All those eggs will make the sprite limit a lot more important. How many do you have there? Guess it wouldn't matter too much as they get killed as the game progresses.

Say goodbye to rushing with these distances and the neutral units.

Looks rather boring to play. Not much interesting going on in general.

Turtle Terran? They can get 3 easy gas and a fourth behind their mains by putting tanks on the cliff defending against most of the Protoss attack attempts.

Nat entrance is wider at 12 and 6 than at 3 and 9.
Lurgee
Profile Blog Joined April 2008
Australia252 Posts
June 15 2009 07:26 GMT
#29
Bottom and top are a little imba because they know from the start that they are walled off, but left/right positions are not sure if their opponents will be walled off from them.
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
June 15 2009 07:32 GMT
#30
Maybe I should make the egg wall a diagonal one?
POGGERS
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
June 15 2009 11:43 GMT
#31
I would just make a small egg wall in the middle of those two walls and put minerals on either side, that's really what I meant with my previous comment. Splitting up the map even more would fefinitely be a bad decision IMO.
Nobody beats the Beater
GTR
Profile Blog Joined September 2004
51443 Posts
June 15 2009 11:48 GMT
#32
not to be rude or anything, but you are just simply being too radical here.
you should go back to basics and make a simple, basic macro map similar to othello or tau cross.
work on that, get a feel and then slowly add more complicated stuff such as neutral buildings with progressive maps.
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