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konadora
Singapore66158 Posts
I present to you my fourth map:
Version 1.3:
Changes: - Widened mineral wall near the main - It has 10x stacked Protoss temples
+ Show Spoiler [Version 1.2] +Download link: [url blocked] Changes: - Changed Nat mineral and gas layout - Nat now has 7 mineral fields - More terrain visual enhancements
+ Show Spoiler [Version 1.1] +Changes: - Added 2 ramps to 5/11 expo - Changed 48 mineral field to 10x 0 mineral fields - Added more unbuildable terrain in the center of the map - Narrowed choke a bit - Made side bridges wider
+ Show Spoiler [Version 1] +
Map Description: Resources: Main - 9M 1G (1500/5000) Side expo - 7M 1G (750/2500) Nat - 6M 1G (1500/5000) 11/5 expo - 7M (1500) 12/6 expo - 6M 1G (1500/5000)
Features: - A mineral wall that is a mineral-only expo if you mine from your main, or a gas expo if you hop over and expand - Good location for proxies
- 48-mineral mineral patch at small choke that can be opened up to create a much shorter path Changed to 10 x 0 mineral fields - Crystal at nat for narrower choke
I am very proud of this map, I think it's quite well done compared to my previous maps lol
Although I think it might be slightly T favored...
Comments and feedback welcome, if you want to play on this map, post here 
Download link (latest ver): http://www.mediafire.com/?zz45z5nnftw
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The way you set up gas is really weird...
12 and 11 are completely different than 6 and 5...
Other than that, nice map, best one yet~
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Just by pushing to near the center, Terran controls half the bases making for even economies. Protoss doesn't really have anywhere to expo to, unless they are already winning handily.
The 6 expo does not appear to have a gas in the screenshot. Neither does the 11 expo.
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damn, how long did that take you? it looks real good aesthetically
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On June 30 2009 14:12 A3iL3r0n wrote: Just by pushing to near the center, Terran controls half the bases making for even economies. Protoss doesn't really have anywhere to expo to, unless they are already winning handily.
The 6 expo does not appear to have a gas in the screenshot. Neither does the 11 expo.
Same goes for chupung ryeong. I think the multiple bridges mitigates this problem.
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You put a gas on accident at 5 instead of 6.
Edit: nvm, I get it ;x
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A whole lot of easily taken and defended bases for terran, who can eaily push to the protoss main and shell it from the other side of the in-base expansion.
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Looks like you've spent a lot of time making this map, it's really visually appealing. However, for the map to be balanced, there's quite a bit of issues.
Like already mentioned, Ps would have a ridiculously difficult time against Ts on this map. The large ramps at 11 & 5 looks really well made, but makes it far too easy for a T to secure his third. Ts can essentially slow push to take over his side of the map. From there, once he controls the main bridge, pretty much has map control.
Edit: suggestions...how about inverting the main & nat, or create a larger gap from the side, leading into the nat? But then it'd make securing the natural too hard for zvt...hmmmm. In any case, anything that can be done to the map's center, making it more open, can definitely help.
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it looks like a T playground
my god T>>>>all i would think?
but otherwise i really do like it. lots of work was put into this that is for sure
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Pylon on one side of the mineral line, Gateways on the other <3
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konadora
Singapore66158 Posts
Lol so I did, let me fix that, deleted wrong geyser >___>
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On June 30 2009 14:20 Mortician wrote: Pylon on one side of the mineral line, Gateways on the other <3 That's genius. Konadora, you should make it like harmony with the xelnaga temples so people can't do this. Unless this was intentional, then that's pretty awesome.
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not bad but i can see a lot of proxy already hah hah
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People will be complaining about path issue on this.
Main-Main distances are HUGE! ZvZ would probably end up 12 hatch every time, + Show Spoiler +Protoss would be able to 12 nex against Zerg every time (actually the natural is palced horribly so forge/fe is impossible), etc, etc. Maybe slight exaggeration but the distances are too big.
It'll be hard to stop Terran on this as protoss. Turtle with 3 gas like colloseum except here you can get 4 expansions with ease. A fifth one isn't that harder to get. The expansions in general are too easy to hold.
Middle bridge is pretty much the only path between bases late game as it becomes harder to move around the smaller side bridges. This once again favours the less manouverable race.
Medicmarine runby at the Zerg nat? choke point looks too wide.
The mineral block really won't do much. Having to pull 6 workers early game to mine that out is too much of an economic loss and by mid-game, that small choke becomes hard to use. It's also another way to sneak forces past the natural. You may want to consider replacing this with stacked 0 mineral blocks.
Since it is your 4th map though, I'd say it's would be decent.
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i think the 11 and 5 should have 2 ramps to access it, otherwise it's too easy of a 3rd/4th for non zergs
edit: I also think that you should make it less anti-terran, I mean, can you even make turrets in the middle of the map?
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I think it looks really good, people seem to say every map that's posted here is T favored (even Battle Royal..) so I'd actually like to see how it plays out. If anyone has a chance to play any games on it please share reps!
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Kentor
United States5784 Posts
damn unit pathing is retarded :p
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Toss will have a hard time vs Zerg's hard to forge expand while Zergs going easy on 3 or 4 bases
I also can see a hidden 12 nex with mineral glitch and the map favours Arbs > Carriers
Anyway i would love to play TvT on this map ( proxies and cheese ftw )
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Tanks do seem to fit through the small choke point after it's been mined out so I see this being a little Terran favored if they're able to siege your higher-ground expansions.
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United States7166 Posts
i like the looks of it but the distances between the bases seem exceptionally long..like blue storm but considerably further.. but at least blue storm allowed you to fit small units through. 48 minerals is too much for early rushes to mine out (like zerglings)
also the chokes next to the huge ramps (that open up to the middle of the map) seem too small for that location..it's the only way in (besides the small mineral field possibility)
so basically right now seems like a veeeeeeeery macro oriented map (with possible proxy builds as well) since you can easily hold 3 bases with just a single small chokepoint
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konadora
Singapore66158 Posts
On June 30 2009 14:46 Neos wrote: Tanks do seem to fit through the small choke point after it's been mined out so I see this being a little Terran favored if they're able to siege your higher-ground expansions. Yeah I couldn't really make the blue storm type of choke :<
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seems super easy to defend nat
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konadora
Singapore66158 Posts
Updated with edited version
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You don't need to forge FE on this map, 1 gateway FE makes much more sense.
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On June 30 2009 14:03 konadora wrote:I present to you my fourth map: Version 2: Changes: - Added 2 ramps to 5/11 expo - Changed 48 mineral field to 10x 0 mineral fields - Added more unbuildable terrain in the center of the map - Narrowed choke a bit - Made side bridges wider + Show Spoiler [Version 1] +
do u know the back of a natural expo on destination? This map is all about this
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konadora
Singapore66158 Posts
Lol I think the bottom bridge is slightly narrower than the top one, let me fix that
On June 30 2009 15:10 LuDwig- wrote:Show nested quote +On June 30 2009 14:03 konadora wrote:I present to you my fourth map: Version 2: Changes: - Added 2 ramps to 5/11 expo - Changed 48 mineral field to 10x 0 mineral fields - Added more unbuildable terrain in the center of the map - Narrowed choke a bit - Made side bridges wider + Show Spoiler [Version 1] + do u know the back of a natural expo on destination? This map is all about this
Huh?
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konadora
Singapore66158 Posts
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3 Lions
United States3705 Posts
forge FE could have weird placements here...but good job!
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konadora
Singapore66158 Posts
Do you think re-organizing the minerals and gas at the nat might fix?
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Possibly yes by moving the gas to the sides, and you can narrow the choke more easily. I really like the map btw and the changes.
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lol recalls gonna fuck this shit up TvP
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konadora
Singapore66158 Posts
But people were saying it looks like T>>>P on this map lol
Anyone want to help me test this map?
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I would say T totally >>> P on this map... just look at the narrow passage out of natural expansion. Tanks behind those walls and units will melt like butter!
Anyways the map looks really good, just some balance thoughts, but that need testing.
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Do you have a map pack we can dl konadora?
with all your maps O_o
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excellent work. gotta test that ~~
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konadora
Singapore66158 Posts
On July 01 2009 22:22 StorZerg wrote:Do you have a map pack we can dl konadora? with all your maps O_o  Maybe I should make a thread to collate all my maps one day
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i dont quite know the right way to describe it but your maps seem far too "clean" for me. They just look kind of boring.
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On July 01 2009 22:54 ghermination wrote: i dont quite know the right way to describe it but your maps seem far too "clean" for me. They just look kind of boring.
I don't see how bluestorm is any less boring than this.
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Wasn't surprised to see op's terran icon! ;-)
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United States17042 Posts
On July 01 2009 22:20 Boundz(DarKo) wrote: I would say T totally >>> P on this map... just look at the narrow passage out of natural expansion. Tanks behind those walls and units will melt like butter!
Anyways the map looks really good, just some balance thoughts, but that need testing.
Yes, but it looks like P isn't totally done - endgame should play out like outsider, with a ton of recalls. in terms of design (if you invert the whole map, with high ground interchanged with low ground) it looks a lot like katrina....
Which brings up the interesting question about what katrina would look like if it was inverted, or at least how the balance issues would change.
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Looks heavily balanced in favor of Terran just from a glance. Terran could opt for an aggressive mech build and siege up on the hill above your natural. Good luck breaking that contain with such a small narrow choke. Manual labor drop would be your next best option but it could easily be spotted or stopped. It seems like containment would be the best strategy on this map but who knows. Very impressive either way. Your maps keep getting better and better.
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On July 01 2009 22:26 konadora wrote:Show nested quote +On July 01 2009 22:22 StorZerg wrote:Do you have a map pack we can dl konadora? with all your maps O_o  Maybe I should make a thread to collate all my maps one day
sounds great, can't wait other wise
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konadora
Singapore66158 Posts
Played ZvP and TvP
ZvP seems quite balanced out, the key was mining out the 10x stacked minerals, and when. FE with forge seems possible, if I change the nat mineral layout a bit
As for TvP, it was an early vulture rush, so I don't know well about late game balance
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at first I thought this would be VERY TvP favored. T can easily take their side of the map and turtle.
however, this would spread their forces thin and early arbiters would be quite strong, so I'm not sure about that any more..
it's difficult to predict imbalances without actually playing the map(:
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konadora
Singapore66158 Posts
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konadora
Singapore66158 Posts
I changed the nat mineral layout and added 1 more mineral field, comments and thoughts?
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lol don't upload map to Megaupload, use bwm 
Map seems pretty neat and pretty decent. I'm concerned about pathing though, and the long distances from main2main and nat2nat. This could make for tedious reinforcing and make dealing with drops really difficult, along with making scouting awkward and making the gameplay more likely to involve cheese. Maybe you need a nmj gate? :D
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I've always wondered: if a map was totally plain, had 2 starting points in the corner with, say, 9 mins (and a gas, obviously), and 2 empty bases in the unoccupied corners with 8 mins and a gas, would that favor a race? I figure it would favor zerg overwhelmingly, but I'm a nub.
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On July 02 2009 07:32 gumbum8 wrote: I've always wondered: if a map was totally plain, had 2 starting points in the corner with, say, 9 mins (and a gas, obviously), and 2 empty bases in the unoccupied corners with 8 mins and a gas, would that favor a race? I figure it would favor zerg overwhelmingly, but I'm a nub. I'd think the map would be p>t, t>z, p>z oO
Such long distances like that would normally favour the mobile race, but that the players would be forced to play 1base would favour the nonmobile player imo. In pvt though protoss can so effectively harass and defend from terran though that I can't see how terran could win. Vultures would obviously be the core to terran gameplay in that scenario, but some cannon defense would nullify most harass and obs would make their ability to defend nearly zero. Without any strategical terrain features to abuse siege tanks would be nearly useless, and with those distances I can't see protoss losing to mnm.
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Look like its very easy to sneak units to main but, its cool its make the game more strategic.
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konadora
Singapore66158 Posts
On July 02 2009 07:24 Nightmarjoo wrote:lol don't upload map to Megaupload, use bwm  Map seems pretty neat and pretty decent. I'm concerned about pathing though, and the long distances from main2main and nat2nat. This could make for tedious reinforcing and make dealing with drops really difficult, along with making scouting awkward and making the gameplay more likely to involve cheese. Maybe you need a nmj gate? :D
I'm thinking of widening that mineral wall near the nat
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yeah i dont think it would be that imba for terran as people are saying.
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konadora
Singapore66158 Posts
Updated to version 1.3
Increased the path, now it's 5x 10x 0 mineral fields 10x stacked protoss temples
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I dunno if I like the edit or not. I'm concerned the block will come down quickly enough that the fact that the nat doesn't block the main choke should the blocked path not be blocked will matter (and make things a pain for FEers, p in pvz and z in zvt mostly). That could be your intention/concept though, but I dunno if I like it or not.
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konadora
Singapore66158 Posts
Then would increasing the number of stacked minerals change that?
It's now 10 stacks, maybe make it 25?
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