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(Map) Thunderdome - 15 men enter. 1 man leave. - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
April 30 2010 06:03 GMT
#21
Its like Micro tournament from Starcraft, only with the addition that you dont have fixed units and can build :D
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
SaetZero
Profile Blog Joined December 2009
United States855 Posts
April 30 2010 06:11 GMT
#22
First player to PF FE to the 4 player shared natural wins?

j/k... looks...

something....

I don't know if I wanna say 'Fun!' or 'Interesting...' but there is definately an adjective for this

I just ain't sure what it is.
Never Forget. #TheRevolutionist
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-04-30 06:15:25
April 30 2010 06:14 GMT
#23
4v4v4v4 would be fun with fixed starting positions

Ah doesn't work.. its only 15 players
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2010-04-30 06:20:37
April 30 2010 06:20 GMT
#24
On April 30 2010 15:14 G.s)NarutO wrote:
4v4v4v4 would be fun with fixed starting positions

Ah doesn't work.. its only 15 players

Would be nice to be able to do 16 player games.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-30 06:24:51
April 30 2010 06:22 GMT
#25
zerg are too weak without a natural. The immobility of Terran mech combined with the warp in mechanic of Protoss probably means Protoss will dominate everything on this map.
For all the skeptics saying SC2 won't have big maps - look at the size.. enormous
It is not enough to conquer; one must learn to seduce.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
April 30 2010 06:24 GMT
#26
On April 30 2010 14:32 Mastermind wrote:
This map would have some ridiculous games on it I am sure.
2v2v2v2v2v2v2 anyone?


Now that would be awsome.

As it is now you have to compete with 4 people for the first expansion. For FFA I would like it better if the mineral patches were less dense, but you had to compete directly with your neighbour for the first expansion, then compete with the survivor of the 4 for the next expansion...

Sort of like preliminaries Playing it 2v2v2v2v2v2v2 accomplishes this, so I think it would rock.
Bankai - Correlation does not imply causation
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-30 06:28:00
April 30 2010 06:25 GMT
#27
I think the map would be alot better if the rocks were removed and instead a natural expansion was placed outside the bases which players had to compete with one another for. 2 players, 1 natural expansion.. may the best player win. Then... either redesign the map to 14 players or fix the 16 player issue. Also make the segment linking 4 spawn locations together a gold mineral patch.
It is not enough to conquer; one must learn to seduce.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
April 30 2010 06:29 GMT
#28
looks pretty cool but is there enough room to build a decent base?
Once again back is the incredible!
Simple
Profile Blog Joined February 2009
United States801 Posts
April 30 2010 06:34 GMT
#29
Thunderdome - 15 men enter. 1 man leave.

...then the other 14 leave at a later time.
RAUS
Profile Blog Joined February 2010
210 Posts
Last Edited: 2010-04-30 06:55:06
April 30 2010 06:49 GMT
#30
this is awesome. It would encourage aggression more if there was an expo where each of the paths meet, forcing the players to kill someone in order to expand safely. Also, you have narrow chokes already along the paths, you could probably stand to make the center much more wide open.

the 4 cardinal expos should be gold minerals.

awesome map

edit: also, can you make each of the rocks belong to the player that it shields? that way you can add the 16th player.
recognize me?
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 30 2010 07:19 GMT
#31
i sense 6 pool madness from this map
LUCK IS NO EXCUSE
qxc
Profile Blog Joined May 2009
United States550 Posts
April 30 2010 07:22 GMT
#32
IMO we need epic 15 man game w/ high level players on this. That would be an awesome game to play/spectate
ProgamerDesigner of Aeon's End
ungood
Profile Blog Joined October 2009
United States75 Posts
April 30 2010 12:28 GMT
#33
Thank you everybody for your feedback. I will start working on implementing some of your ideas as soon as possible.

On April 30 2010 14:49 Jayme wrote:
Show nested quote +
On April 30 2010 14:37 Fontong wrote:
Wow, that's so sick. It's like you kill the person next to you, then progress to fight the person who won on the same branch as you, then you go out and battle the other survivors. I'm excited to try this.


Like a mini tournament. This map makes me happy in many ways.


This is what inspired me to create the map. I was thinking to myself, how cool would it be to have a tiny tournament inside of one FFA map?

On April 30 2010 15:11 SaetZero wrote:
First player to PF FE to the 4 player shared natural wins?

j/k... looks...

something....

I don't know if I wanna say 'Fun!' or 'Interesting...' but there is definately an adjective for this

I just ain't sure what it is.


There are destructible rocks blocking the gold minerals. Although it may be a viable strategy for Terran to just place their CC out of position, upgrade to a PF, kill the rocks and build a new CC. But by then, someone should already be knocking at the door.

I'm aiming for 'Fun!', but I'd be happy with 'Interesting...'

On April 30 2010 16:19 DrivE wrote:
i sense 6 pool madness from this map


That's why I placed the weak (500 HP) destructible rocks in the way. The ramp is 6-zerglings wide, and 6 zerglings take down the rocks reasonably fast, so a 6-pool is still possible, but not as devestating as it might be. I haven't tested yet if reapers can get by the rocks, so that might be an issue. However, doing any sort of rush would kill your neighbor quick, but leave you weak to the 13 other people on the map...

On April 30 2010 15:22 cartoon]x wrote:
zerg are too weak without a natural. The immobility of Terran mech combined with the warp in mechanic of Protoss probably means Protoss will dominate everything on this map.
For all the skeptics saying SC2 won't have big maps - look at the size.. enormous


On April 30 2010 15:25 cartoon]x wrote:
I think the map would be alot better if the rocks were removed and instead a natural expansion was placed outside the bases which players had to compete with one another for. 2 players, 1 natural expansion.. may the best player win. Then... either redesign the map to 14 players or fix the 16 player issue. Also make the segment linking 4 spawn locations together a gold mineral patch.


On April 30 2010 15:29 PobTheCad wrote:
looks pretty cool but is there enough room to build a decent base?


One of my design goals was to limit resources on this map - both minerals and building space. The mains are purposefully small to discourage turtling. I like the idea of adding naturals for everyone to fight over, so how about something like this (but with main and naturals inverted so that naturals are on a cliff):

+ Show Spoiler [Naturals] +

[image loading]
War is Peace
moopie
Profile Joined July 2009
12605 Posts
April 30 2010 12:29 GMT
#34
Looks really really cool, though it makes me feel for protoss AA.
I'm going to sleep, let me get some of that carpet.
ungood
Profile Blog Joined October 2009
United States75 Posts
April 30 2010 12:31 GMT
#35
For teams, I currently have them set up so that you never spawn next to a teammate. In 2v2v2v2v2v2v2, your teammate will spawn on a different "arm" than you. And in 4v4v4v3, all teammates will spawn on separate arms.

What say you? Should I keep it like this, or make it so teammates spawn close together?

+ Show Spoiler [Poll] +

Poll: Shared or Separate Teams?

Shared for 2v2v2v2v2v2v2 / Separate for 4v4v4v3 (13)
 
59%

Separate for Both (7)
 
32%

Shared for Both (2)
 
9%

Separate for 2v2v2v2v2v2v2 / Shared for 4v4v4v3 (0)
 
0%

22 total votes

Your vote: Shared or Separate Teams?

(Vote): Separate for Both
(Vote): Shared for Both
(Vote): Shared for 2v2v2v2v2v2v2 / Separate for 4v4v4v3
(Vote): Separate for 2v2v2v2v2v2v2 / Shared for 4v4v4v3



War is Peace
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 30 2010 12:34 GMT
#36
everyone will go air since ground will suck on this map
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-30 12:51:40
April 30 2010 12:42 GMT
#37
ground won't suck for securing the expos. those rocks fall pretty fast. P will still be abusive though. Think about the motherships recall on this map. Motherships can recall over empty space and units teleport to the nearest ground. Still the map looks very cool and fun, and more balanced with that new expansion.
Here's to hoping you can figure out a way to make it 16 player
It is not enough to conquer; one must learn to seduce.
AllFear
Profile Joined March 2010
44 Posts
April 30 2010 12:45 GMT
#38
IMO just make 2 versions, one for ffa(random spawn) and one for team games(shared bases).

shared nat's arent horrible for either
Twinweapon: I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-04-30 12:50:12
April 30 2010 12:49 GMT
#39
I say we organize a game on this map on the US server. That can be done, right? Like.. we can play custom maps?
It is not enough to conquer; one must learn to seduce.
milkandcereal
Profile Joined April 2010
United States4 Posts
April 30 2010 12:54 GMT
#40
I really like this idea. It would be really fun, but what about lag issues? I mean, hopefully you kill enough of them, but people will want to spectate.

Also, a Zerg creep push could really screw with Terran and Protoss with such scarce building room. They also require less space than the other two, due to needing only a tech building and a hatch/overlords being units.
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