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So I'm sure many of you are familiar with broodwarmaps.net's MOTW Map of the Week, NastyMarine posts the MOTW winners in a newspost on gg.net every now and then. We a few weeks ago decided to try a MOTM, Map of the Month system to replace MOTW.
So, I was wondering, what do you guys think about the top voted for maps?
This is Mapghost's FeedSomebodySSoul. Probably for its unique execution it currently has the highest number of votes, but many people are worried that its nat layout is a zerg graveyard, and that it could make early game tvp difficult for the terran (high nat low main, long distance from main to nat ramp, and once you get up the nat you have 4 ramps to try and hold). http://www.panschk.de/mappage/comments.php?mapid=1578 is its comment thread. http://www.panschk.de/mappage/(4)FeedSomebodySSoul(n).scx http://www.panschk.de/mappage/(4)FeedSomebodySSoul(o).scx These are the links to the map and its obs version. The map was played in the last Avaton Tournament.
This is Nightmarjoo's Angband 3600 ft. 1.2. It has the second highest votes. An earlier version of this was played in the last Avaton, it has since been improved. In an earlier version the map was considered by several people to be very terran friendly. The inbase dark swarm has not been found to hurt balance through testing yet, and the disruption webs have also played a part in games. http://www.panschk.de/mappage/comments.php?mapid=2122 is its comment thread. http://www.panschk.de/mappage/(2)Angband 3600 ft. 1.2(n).scx http://www.panschk.de/mappage/(2)Angband 3600 ft. 1.2(o).scx These are the links to the map and its obs version.
This is LostTampon's Jericho. It also was played in Avaton, and we got the most replays on this map from Avaton than any other. The map since Avaton has had several changes made. This map sports the 3rd highest amount of votes. http://www.panschk.de/mappage/comments.php?mapid=2120 is its comment thread. http://www.panschk.de/mappage/(4)Jericho(n).scx is the link to the map file, currently no obs version is available, however if you need one just post so and it'll happen.
This is RaDiX's SpaceShip. It did not make it into Avaton, but it has recieved 4th place among our votes. People were concerned that although it is fairly standard and will likely play very solid, that the short horiz position distances could be a problem. http://www.panschk.de/mappage/comments.php?mapid=2129 is its comment thread. http://www.panschk.de/mappage/(4)SpaceShip....scm is the link to map file, it also has no obs version currently.
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Calgary25986 Posts
Angband 3600 ft. 1.2 is very nice.
Map makers should be required to play Zerg versus Terran before making maps.
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The first map (FeedSomebodySSoul) is AWESOME! so many entrances into every base will make raiding interesting. It seemed average at first but i dont' think it's simple at all.
The others are interesting but i'm not a fan of static spells. I guess the 3rd one (Angband 3600 ft) looks good for that cos of interesting aspects but still... Imagine a map where you may get 9-pool speedling rushed OR you may have an opponent going mutas at the opposite side of the map... scary! cool ideas tho with possible terran floated rax builds...
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On April 27 2007 14:34 Chill wrote: Angband 3600 ft. 1.2 is very nice.
Map makers should be required to play Zerg versus Terran before making maps. haha thats exactly what I was thinking!
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Also, there are replays on bwm for each map (I think all but SpaceShip have at least several replays). You can find and download the replays by clicking on the link to the comment thread, then clicking the floppy thing or w/e the save button is on the side of the replay, the replay list is on the right side of the thread, starting at the top.
"Map makers should be required to play Zerg versus Terran before making maps" If that's about Angband, I have played zvt on it, from both race perspectives, and I haven't noticed a racial imbalance at all.
Resonance, I think you mean Jericho.
"first map is awesome~" Are you protoss by any chance?^^
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Hmm nightmarjoo... MY MAP HAS NO REPLAYS!!!! ((( no1 ever plays my maps..... -.-
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Physician
United States4146 Posts
# nightmarjoo good job man in promoting such excellent site and maps.
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Osaka27154 Posts
Moved to featured threads.
People, if you play any games on these maps, please post your reps in this thread so others can see them in action.
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wow that's cool Manifesto, thanks 
thanks Physician 
RaDiX I will try and get some games in on your map
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jericho should be used in place of dmz for proleague a subtle balance of dwebs is necessary to prevent fucking worker rushes
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On April 28 2007 19:34 Pressure wrote: jericho should be used in place of dmz for proleague a subtle balance of dwebs is necessary to prevent fucking worker rushes
Wasn't it the distance between each bases the issue for the worker rushes?
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On April 28 2007 19:54 crazie-penguin wrote:Show nested quote +On April 28 2007 19:34 Pressure wrote: jericho should be used in place of dmz for proleague a subtle balance of dwebs is necessary to prevent fucking worker rushes Wasn't it the distance between each bases the issue for the worker rushes?
well if it ever got past that, the mass dwebs would still make it a useless map.
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United States5262 Posts
Who else besides me does not like the idea of permanent D-webs and Dark Swarms around the map?
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On April 28 2007 19:34 Pressure wrote: jericho should be used in place of dmz for proleague
totally, it could be like this season's Iron Curtain =o
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jkillashark you're not alone in disliking the spells, there are those at bwm who don't like them either; I think subtle use of them is best, not mass use, although concept maps like Jericho and Avatar I think work alright.
I'm pretty sure most of bwm would agree that Jericho would fit nicely into the proleague 
So about the maps, which is your favourite? What do you like or dislike about each one? Saying you don't like the map just because of spells wouldn't help us too much, and the spells in Jericho are necessary for its concept.
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1st map seems to be very difficult for TvP. Like the person above posted protecting the natural from 4 sides... =9
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United States20661 Posts
First map seems even worse for ZvT
Hi, I'm zerg, and I need at least 10 sunkens to even have a chance to stop 3rax
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Metal[x] / Last Romantic that's what I was thinking about the map
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Angband 3600 ft looks very strategical and fun to play on. It's kinda like arkanoid a little with the beginning being island play. It looks like it encourages air play but still gives the option for ground campaigns. Do those small staircases allow large units like tanks and ultras to go up?
For the first desert map, I'd have to agree with Lastromantic, being zerg as well :D, it'd be a bitch to secure that natural.
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1. Nice concept, just get rid of some ramps. Imagine the vulture harass.
2. Terrible. No offense but I've said this before: You don't understand permanent spell effects. DMZ's ambiguous placements are the best, they don't aid offense or defense directly. The users have a choice there.
3. Nice aesthetics, but looks to be boring to play. Put some ramps on Jericho's main and make it possible to get/take the lowground expo, possibly take away a few dwebs closest to the terran generator.
4. Why aren't the ramps mirrored top vs. bottom for Spaceship? Increase the rush distance slightly. Otherwise it's a cool map.
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^yea DMZ turned out to be a great map its quite exciting, especially if the game goes beyond 4 minutes.
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yea wtf dmz is a crappy map T.T everyone rushes XD
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placing a ramp on jericho will f*ck up pathing, but well, mayb there is a way...
about the first map: i would remove the large backdoor ramp and remove the center min only expos
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niceplayer, it's funny but, I would say exactly the same thing about DMZ. Players have a choice? lol no they don't, in that map the dwebs consume everything. In Angband 3600 ft. not a single spell has to be used, they're there to add to the gameplay if players wish to use them. The swarm in the mains can be used, or it can be ignored. I've seen reps where it was used a little, used not at all, and so far not used a lot; this shows how players can use it if they want to. The dweb above the gas is important in limiting fire upon the gas from the cliff, the dwebs behind the big mineral wall expos are important in limiting pure pwnage from tanks or something, they can still do a lot of damage with them there, but the tanks or whatever can be attacked whereas without the dwebs they can sit back and enjoy the rape. The dwebs in the middle so far I haven't found to be of any use, but perhaps they can be if they players both choose more of a ground based play.
DMZ is just massed dwebs to be massing dwebs, there's nothing subtle there at all.
I think a ramp on Jericho would be a bad idea, he did that at one time and then changed it back. From watching the reps on the map it looks like it's fine without one.
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crazie-penguin I agree with all of what you said 
The small staircases will allow all units except ultralisks up and down them. Staircases which go from bottom left to top right act weird, dragoons will act like they can't go up them, but if you put a goon at the bottom and put another goon behind it the goon in front will go up it like it's supposed to; that's why I made sure to use bottom right to top left staircases in most cases; the mains and the backdoor expos have the same unbuggy staircase, but the pit behind the backdoor has two staircases, one is the buggy one the other is fine. In that location it won't play much any part in any issue, but in the important places I made sure to use the ones that weren't buggy. idk why the buggy one is buggy, doesn't make sense, it is the same size but goons act dumb around them (and probably tanks too).
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ok so (4)endorphine skyrocketed in votes lol. but yeah... i don't know why that desert map is top in votes... it's not really balanced, just looks pretty :-\
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Endorphine is a crappy map, and its votes only went up by spammers who are not active at all and only show up to vote for grig's maps. FSS isn't terrible, it's just not balanced, and we usually want balanced or seemingly so maps for MOTW, why stop that for MOTM =/
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Ok, because of FSS's imbalances, it came down to Angband/Jerico, which were both close in votes, and after an admin decision Angband 3600 ft. 1.2 was declared the victor, Jerico being the runner up.
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Can I ask a question about unorthodox mapmaking (meaning the small ramps, big bridges, etc)? If you make a SUPER long ramp and you send a unit and place it at the very bottom of the ramp, will you see to the top of the ramp? Or will it act just like a unit on level ground?
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I like the 3rd and 4th maps the most.
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Equinox what do you mean? A long ramp in what way? Larger ramps work just the way normal ones do, except that they are wider; as for ramps which are actually longer, I haven't messed with anything like that myself and don't know how they work, but it's all based on the same tiles that normal ones do. So a unit on a highground tile should be able to see all the lowground tiles, and something on a lowground tile can't see on the highground tiles unless they were just on there or a unit shot them from it. If I didn't answer your question, perhaps try and reiterate it.
Charlie, why's that? Feedback is always nice
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