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[Map] Oryeonggo

Forum Index > BW General
Post a Reply
1 2 3 4 5 Next All
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
Last Edited: 2009-08-06 15:21:10
August 05 2009 09:24 GMT
#1
Shin Oryeonggo 2.0


[image loading]


Resource changes:
(All minerals and geysers are worth 1500 and 5000 respectively unless stated otherwise)
Main: 9M1G (1 mineral field is 500, rest are 1500)
Backyard: 6M1G (1000 minerals, 2000 gas)
Nat: 7M1G
Corner expos: 7M1G
2/7 gas expos: 6M1G

Map changes:
- Nat slightly changed for smaller base
- Entrance between nat and main is bigger, now needs 2 depots and 1 rax to wall-in
- New ramps added near center of map
- Corner expos are now island expos
- Bridge area slightly redesigned
- All high grounds except island expo are unbuildable

+ Show Spoiler [Version 1.1] +
[image loading]


Resources:
(All minerals and geysers are worth 1500 and 5000 respectively unless stated otherwise)
Main: 10M1G (8 are 1500, 2 are 500)
Backyard: 7M1G (1000 minerals, 2000 gas)
Nat: 6M1G
Corner expos: 6M1G
Near-center gas expos: 5M1G
Mineral-only expos: 5M

Changes from previous version:
- Changed resource distribution everywhere
- Added another path near center of the map
- Mineral-only moved to center of map
- Changed position of backyard expo's mineral/gas layout
- A bit more visual touch-up
- Slight edit with the bridges
- 3 and 9 ramps are unbuildable


+ Show Spoiler [Version 1.0] +
[image loading]

Despite what it looks, the minerals at 12 o clock's backyard expo is worth 1000.
Doodad at bottom left is fixed too :p


Resources:
(All minerals and geysers are worth 1500 and 5000 respectively unless stated otherwise)
Main: 8M1G
Backyard: 6M1G (1000 minerals, 2000 gas)
Nat: 6M1G
Mineral-only: 5M
Corner expos: 7M1G
Near-center expos: 7M1G


Features:
- Backyard expo
- A short-cut path through the middle can that only be used by small-sized units (infantry, zerglings, hydralisks, etc)
- Center high ground is unbuildable (except mineral-only expo area (very small))
- Some area of low ground near the angular ramps near center is unbuildable
- 3x 0 mineral patches on high ground to prevent CC lift-expansion @ corner expos
- 25x 0 mineral patches @ ramps of corner expos

Download link: http://www.mediafire.com/?jqjjiyjy3ze (Version 1.0) , http://www.mediafire.com/?hl0tnf2ngnf (Version 1.1) , http://www.mediafire.com/?hljztjzl3md (Shin Oryeonggo 2.0)


Feedback and comments welcome! Always accepting people to play-test the map!
POGGERS
Lurgee
Profile Blog Joined April 2008
Australia252 Posts
August 05 2009 09:30 GMT
#2
Expo layout is a bit boring atm. Imo move the mineral only expo furthur away from the nat.
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
August 05 2009 09:30 GMT
#3
At first I was like, oh lopsided HBR. But after a while of looking at it, not so much. Interesting map, anyway.
GANDHISAUCE
Scaramanga
Profile Blog Joined March 2008
Australia8092 Posts
August 05 2009 09:37 GMT
#4
I honestly think that this is an awsome map
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-05 09:44:29
August 05 2009 09:42 GMT
#5
Seems imbalanced against P in both match ups. Hard to say in TvZ because both races have good things going for them on this map, but I think a zerg that rushes quickly to defiler while getting all 4 bases that are defendable at a choke and then justm aking sure to have good scourge coverage they should do well. Zerg has the extremely strong advantage of 4 relatively close by bases with low minerals, high gas and most importantly all 4 defended from one choke.

Terran has the advantage of only one major attack route so flanking effectively is incredibly difficult. Not only that but terran can dominate the game with tank placements behind a very curved portion of the map. This positioning is extremely difficult for either P or Z to beat. However, against z, they will have to deal with the very high easily accessable gas and the low mineral count in the bases...both tough to overcome.

I think you need to provide at least 2 attack routes. Perhaps smoothing over the space between the middle of the map and the middle of the right and left paths. You could also consider moving the mineral only out more to create a wider choke area which would help for balance issues with p against t and every race against zerg. Also maybe consider adding 2 additional mineral patches in the main..or at least one to help P against zerg a bit and to giveTerran enough money to actually take additional gas bases effectively. This definitely looks like a map where valks/mech with high tank numbers would be used

I think this map could result in interesting games if it was tweaked a bit.
Being healthy, it has been said, really consists of having the same disease as everybody else.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 05 2009 09:53 GMT
#6
carriers...
Artillery spawned from the forges of Hell
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 05 2009 10:00 GMT
#7
On August 05 2009 18:53 arb wrote:
carriers...

If P is forced to go carriers to compete, than the map is very tough for them
Being healthy, it has been said, really consists of having the same disease as everybody else.
saritenite
Profile Blog Joined May 2009
Singapore1680 Posts
August 05 2009 10:02 GMT
#8
I'll test it with you when i get home
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-05 10:11:39
August 05 2009 10:02 GMT
#9
Curious, how wallable are the chokes? Also I like the min set up of the islands, it be interesting to try hidden expos by floating a worker up the ramp without mining the mineral.

Just wanted to add: If you're going to add flanking area you should angle the main path so we don't lose much path distance difference between the main and narrow unit paths. Hope that makes sense

Also noticed in the current setup, the minerals behind the backyard's expo are very difficult to defend from mutas due to the placement of the minerals. Might want to move them away from the edge to allow room for turrets. If not then I don't think Ts will ever really take that expo first which would limit the diversity of games somewhat.
Being healthy, it has been said, really consists of having the same disease as everybody else.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-05 10:14:59
August 05 2009 10:14 GMT
#10
You should let me test it too This is 128x128 right?
Being healthy, it has been said, really consists of having the same disease as everybody else.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 05 2009 10:17 GMT
#11
yes 128x128
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 05 2009 10:33 GMT
#12
Updated
POGGERS
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-05 10:54:31
August 05 2009 10:40 GMT
#13
Nice start: I'd make the openings wider and move them down more on the left side; up on the right side. Makes the map more curvy so it still takes significantly longer to walk the long way than the short way. Provides for more strategically interesting gameplay because there's very different timings for proxied/non proxied for zeals/goons, lurks/lings etc. Ie: You could do a rush were your hydras walk through the short w ay then morph as opposed to doing a normal defensive type lurker play that would require the long route.

I think if you're going to put a min only in such a vunerable location you should make it more worthwhile by adding (at least)1-3 addtional mineral patches. This might cause players to opt for it earlier than normal which might increase the pace of the game. Not only because of the additional much needed minerals but because of the critical position. Honestly I think it would be most intersting to put like 10 minerals there but with very little room to build defensive structures like you mentioned (nice idea). Might help increase the pace of the games dramatically after the midgame as players start to run low on minerals. Could be very interesting.
Being healthy, it has been said, really consists of having the same disease as everybody else.
deL
Profile Blog Joined March 2009
Australia5540 Posts
August 05 2009 10:50 GMT
#14
Inspired by tilting your head when playing HR? Might give it a go some time.
Gaming videos for fun ~ http://www.youtube.com/user/WijLopenLos
Goose-
Profile Joined January 2009
Belgium65 Posts
August 05 2009 10:57 GMT
#15
Terran owns on this map, 2 expo very easy to get, mech all the way tvp and tvz . Since opponent will have a hard time getting a 3rd expo vs a terran with all these high grounds and only 1 route to each other bases.
Scaramanga
Profile Blog Joined March 2008
Australia8092 Posts
August 05 2009 10:58 GMT
#16
On August 05 2009 19:50 iCCup.deL wrote:
Inspired by tilting your head when playing HR? Might give it a go some time.

You + me or are you going to dodge like always
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 05 2009 10:59 GMT
#17
i play winner
Being healthy, it has been said, really consists of having the same disease as everybody else.
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 05 2009 11:04 GMT
#18
Slightly edited the bridge

Might consider re-adjusting the resource distribution
POGGERS
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
August 05 2009 11:54 GMT
#19
http://www.livestream.com/konadora

Gonna play a test game now
POGGERS
icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
August 05 2009 12:25 GMT
#20
it looks like a very macro map, since you got around 2-3 expos and the large rush distance
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