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So I tried to make a 16 player map that would be fun to play, but I found out you can't have 16 players in a melee-style map because resources, Xel Naga towers, and destructible rocks are assigned to one of the 16 player slots. So, I made a 15 player FFA map.
The goal of my design was to encourage aggression to weed out the weak players quickly. The map is designed so that every player must compete with his neighbors for expansions while working towards the rich mineral fields in the middle of the map. Weak (1/4 the normal hitpoints) destructible rocks between mains allow players a little bit of breathing room, but they will need to break them down to soon if they want to expand.
To prevent a player from getting an advantage due to any missing players, mains that are not occupied at the start of the map are destroyed.
Thunderdome
+ Show Spoiler [Overview] +
+ Show Spoiler [View of the mains] +
+ Show Spoiler [The THUNDERDOME!] +
Download: http://static.sc2mapster.com/content/files/426/990/Thunderdome_v1.SC2Map
Comments are appreciated. I've played this vs. the AI and it's pretty fun. Hopefully I'll be able to test it with humans soon. 
If anyone knows how to get around the 15 player max, that would be awesome.
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I thought it was a mod  I was sooo excited
edit: really cool map, though the choke points may be a bit stifling for zerg.
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United States4126 Posts
I think I speak for everyone when I say, I've been dreaming of a map like this since BW  I can't wait for bnet to allow ums map hosting, this will be amongst my first to try!
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The way you described how it works, made it sound SOO epic :D Will definitely test it out in a bit and post my fun results
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You can only make 14 player maps. The 15th player is AI only.
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..This actually looks pretty fun. 15 People playing in one game. mmmm I'ma dl and try with AI.
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I dont post much, but i have to say, im reeeally liking this map. Too bad you can't have 16 players, i wonder if blizz will change that eventually. great job and keep up the good work!
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It's like Blood Bath, only 3.75 times more awesome!
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On April 30 2010 13:15 Half wrote: You can only make 14 player maps. The 15th player is AI only.
Are you sure? By default, the 15th player is AI, but the map editor allowed me to change it to human. I can even make 16 human players, but the 16th player ends up owning all the minerals, rocks, and towers.
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lol omg its like hunters meets blood bath with 15 players. This sounds SO epic :D I definetely want to test this one out! :D
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why cant we host ums maps again?
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This map would have some ridiculous games on it I am sure. 2v2v2v2v2v2v2 anyone?
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Blink / Air is going to be ridiculous on that map.
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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.
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Looks like tons of fun to screw around in with some friends! Great idea for a map!
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On April 30 2010 14:37 Lampshade wrote: Blink / Air is going to be ridiculous on that map.
I have tested it completely yet, but the mains should be far enough apart that blink won't make it. Air is usually pretty ridiculous in any FFA.
I am trying to balance it for each race, but obviously it's going to be dicey with 15 players.
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This map is awesome, I wanna play some 15 player FFA as soon as possible 
It just seems like so much fun..
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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.
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Its like Micro tournament from Starcraft, only with the addition that you dont have fixed units and can build :D
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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.
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4v4v4v4 would be fun with fixed starting positions 
Ah doesn't work.. its only 15 players
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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.
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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
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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.
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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.
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looks pretty cool but is there enough room to build a decent base?
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Thunderdome - 15 men enter. 1 man leave.
...then the other 14 leave at a later time.
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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.
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i sense 6 pool madness from this map
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IMO we need epic 15 man game w/ high level players on this. That would be an awesome game to play/spectate
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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] +
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Looks really really cool, though it makes me feel for protoss AA.
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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
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everyone will go air since ground will suck on this map
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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
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IMO just make 2 versions, one for ffa(random spawn) and one for team games(shared bases).
shared nat's arent horrible for either
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I say we organize a game on this map on the US server. That can be done, right? Like.. we can play custom maps?
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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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unlikely you will run out of space on just 1 base though.
I still think the center could be made more important. That way there would be a value in going ground. Maybe put a really massive gold patch somewhere in there, or create thin diagonal bridges to each of the xel naga watch towers. Can those towers see all 4 mains surrounding them? If so they would be really strong. (Perhaps you can edit the vision range of the towers?)
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cartoon]x, I think you can play custom maps with the "tool" from sc2mapster, but I'm not sure if you can play more than 4 players. I'm going to try a test tonight.
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I like the proposal for the naturals, makes the mini-tournament have another round 
For 2V2V2V2 I would place the partners together on the same arm. Otherwise it's just a 1V1 were you randomly loose after a few minutes... For 4V4V4V4, different (shared/not shared) spawning positions make it into totally different games. Shared would seem like a turtle-fest to me, so I think separate will be best. All arms have all teams. Sounds crazy
On April 30 2010 21:56 cartoon]x wrote: I still think the center could be made more important. That way there would be a value in going ground. Maybe put a really massive gold patch somewhere in there, or create thin diagonal bridges to each of the xel naga watch towers. Can those towers see all 4 mains surrounding them? If so they would be really strong. (Perhaps you can edit the vision range of the towers?)
Kind of agree with this, but I find it hard to say exactly how big the center is without actually playing the game. The center should be the epic battle ground
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This is sweet. As a zerg player all those narrow paths make me nervous 
Can't wait to play it though.
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On April 30 2010 13:18 mmp wrote: It's like Blood Bath, only 3.75 times more awesome! Haha. Nice map, would probably be a lot of fun^^
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at sc2legacy.com they have a program that lets youi play your editormaps with friends, try that out :D awsome map idea btw
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Looks SICK! I love ffa, but with 15 people its just going to be a blood bath.
Looking forward to playing this.
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Imagine playing this map with 13 friends! would be so awesome!
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Man, it really is too bad you can't have 16 players. That would have been wicked. Perhaps you could make a trigger that let the 16th player own everything until someone is eliminated and then transfer ownership of all of the minerals, boulders, and towers to the person who was eliminated/dropped? The only downside to this would be that the 16th player would get a bit of scouting info early and he would get some your boulder is under attack messages until until someone dropped.
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I haven't tested yet if reapers can get by the rocks, so that might be an issue.
They can.
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it looks quite epic lol i wanna play a game or two on it
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This looks pretty intense. It'd be cool if you played with a bunch of people and agreed to only use ground units. Would make the map even more epic.
Also, this looks like a nightmare for Zerg xD
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give the mains and naturals bgh-type mineral/gas supply for one edition of the map. That would be insanely fun
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On April 30 2010 21:56 cartoon]x wrote: (Perhaps you can edit the vision range of the towers?)
Pretty sure you can but then you can only play the map in Custom mode, not Melee--Melee requires default values
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My only concern with this is Terran building lifting. Maybe have the area around the tower be unbuildable, and put rocks to the natural expo? Otherwise I could see a Terran player lifting his first rax over the rocks and holding the other players choke, while FE'ing.
Also; have you tested Stalker Blink range on the map?
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haha this map seems real funny XD i hope it will included in bnet map pack for ffa but i suppose you need some work for balance...and I have counted 16 main...Aren't they 15 ? little confused
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Dude. This. Is. Awesome.
I cant wait to get 14 of my closest friends and rape them one by one with some bamboo boomsticks.
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Lol, I actually really really like this map. It's well designed and I can just see what kind of fun things people could do on it.
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You actually might want to make it less reaper friendly as well, unsure of exactly how to do that without making them totally worthless though.
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THIS IS THE BEST MAP EVER!!!!!!!
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I think the expos should be high yield since your fighting over it against 3 other players.
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looks beautiful. Cant wait to play it..
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Awesome map concept man!!!
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Definitely an interesting map, the functionality you mentioned of removing the main of somebody who isn't there, does that force it to be a UMS map? or can it still be hosted as a melee map?
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I'm pretty sure you just made the Hunters/BGH of SC2
well done
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Thanks Kirtar for testing the reapers. That was next on my list. I'll need to figure something out, but some clever pathing could work.
On May 01 2010 00:48 Volshok wrote:My only concern with this is Terran building lifting. Maybe have the area around the tower be unbuildable, and put rocks to the natural expo? Otherwise I could see a Terran player lifting his first rax over the rocks and holding the other players choke, while FE'ing. Also; have you tested Stalker Blink range on the map?
I have tested stalker blink range. That's actually why there is so much empty space between mains. Stalkers can blink a _LONG_ way. I'm not sure if I should make the area between mains non-buildable. With the way I'm planning on blocking off the new expansions, it'd be pretty hard for a terran player to hold both their main and their natural, so it may be a moot point.
On May 01 2010 00:54 LuDwig- wrote: haha this map seems real funny XD i hope it will included in bnet map pack for ffa but i suppose you need some work for balance...and I have counted 16 main...Aren't they 15 ? little confused
On May 01 2010 02:46 Shiladie wrote: Definitely an interesting map, the functionality you mentioned of removing the main of somebody who isn't there, does that force it to be a UMS map? or can it still be hosted as a melee map?
There are 16 mains, so 1 of them will always be empty. The way I have it currently it's a UMS map, and there is a trigger that removes any main that is not filled with a player. I'm trying to figure out a good way to make it a normal Melee map and still account for the missing player w/o giving any player too big an advantage.
Thanks again everybody for the feedback.
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mmp wrote:
It's like Blood Bath, only 3.75 times more awesome!
lmao this thread is really good...
this is quite possibly the greatest idea ever conceived
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Make the minerals and geysers have ridiculously too many minerals and you just made yourself the next-gen BGH
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wow i didnt know that you can have 16 players! ASIFNQETBNQEIGMEFGIDGNUMSDM MIND OVERLOAD.. MUST.. UPGRADE.. COMPUTER.. MUST.. MAKE.. MAPS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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On May 01 2010 04:06 ungood wrote:Thanks Kirtar for testing the reapers. That was next on my list. I'll need to figure something out, but some clever pathing could work. Show nested quote +On May 01 2010 00:48 Volshok wrote:My only concern with this is Terran building lifting. Maybe have the area around the tower be unbuildable, and put rocks to the natural expo? Otherwise I could see a Terran player lifting his first rax over the rocks and holding the other players choke, while FE'ing. Also; have you tested Stalker Blink range on the map? I have tested stalker blink range. That's actually why there is so much empty space between mains. Stalkers can blink a _LONG_ way. I'm not sure if I should make the area between mains non-buildable. With the way I'm planning on blocking off the new expansions, it'd be pretty hard for a terran player to hold both their main and their natural, so it may be a moot point. Show nested quote +On May 01 2010 00:54 LuDwig- wrote: haha this map seems real funny XD i hope it will included in bnet map pack for ffa but i suppose you need some work for balance...and I have counted 16 main...Aren't they 15 ? little confused Show nested quote +On May 01 2010 02:46 Shiladie wrote: Definitely an interesting map, the functionality you mentioned of removing the main of somebody who isn't there, does that force it to be a UMS map? or can it still be hosted as a melee map? There are 16 mains, so 1 of them will always be empty. The way I have it currently it's a UMS map, and there is a trigger that removes any main that is not filled with a player. I'm trying to figure out a good way to make it a normal Melee map and still account for the missing player w/o giving any player too big an advantage. Thanks again everybody for the feedback. 
Maybe just go for 14 player? Love the concept, could lauch a whole new mini-tournament map genre...
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wow sick concept, i wanna play!
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How much advantage do you think there would be for terrans that end up being placed on the interior branch of each forked platform? It's hard for me to get a sense of the distance with a map that size, but it seems like they'd be in a good position to immediately load SCV's, lift up, and float over to the middle yellow mineral patches. Terrans starting in positions at the outside of each fork would have almost twice the distance to travel, even if they took the most direct route over an enemy base, so it doesn't seem like they could attempt it. I'm not sure if this is an imbalancing tactic, because I don't know how long the CC travel time would be just looking at the map. It seems like about twice the distance you would travel when trying the same opening on Metalopolis. It might be that travel time would provide enough of a trade-off to keep things relatively even. That, and with 7 other platforms near the interior, there will likely be other terrans attempting the same thing. That would make for some interesting fights; two CC's trying to land at the same mineral patch... I can imagine a whole other type of game taking place in the middle with planetary fortress rushing the high yield patches as a semi-standard tactic.
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I find it kind of sad that there are only 15 spots as it makes it hard to implement a good symmetrical FFA map like this, but realistically, how many competitive 16 player maps do you need?
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On April 30 2010 16:22 qxc wrote: IMO we need epic 15 man game w/ high level players on this. That would be an awesome game to play/spectate
lol this :D Showmatch epicness
Impossible to commentate on though :D
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On May 01 2010 10:23 Senx wrote:Show nested quote +On April 30 2010 16:22 qxc wrote: IMO we need epic 15 man game w/ high level players on this. That would be an awesome game to play/spectate lol this :D Showmatch epicness Impossible to commentate on though :D i think Spectators can still join. and there was a betting function?
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I can't figure out how to play 14 A.I.s. I've tried testing the game in the editor and making a custom game using a custom patcher. At best I can only play 3 others w/ the patcher, or no one at all with the editor.
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On May 01 2010 04:06 ungood wrote:There are 16 mains, so 1 of them will always be empty. The way I have it currently it's a UMS map, and there is a trigger that removes any main that is not filled with a player. I'm trying to figure out a good way to make it a normal Melee map and still account for the missing player w/o giving any player too big an advantage.
Perhaps five arms with 3 players each? You could then have 3v3v3v3v3 or 5v5v5 (one arm per team, or one player per arm!). This would require... probably scrapping the map. Hm, perhaps a second project, after this one?
Maybe just drop the rocks and watchtowers and add in the 16th player? Or do minerals have vision? Or just leave it alone. Sure that one player would have an advantage, but that'd also likely make him an early target. Small compensation for the 3 team in a 4v4v4v3, too... for what it's worth.
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Incredible. Can't wait for publishing. This will make for much halarity.
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i'm enjoying my last seconds as a free man. this is an awesome map... damn awesome, more awesome than hunters
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Played this with computers...and they actually got air units! One even got two banshees and a viking. I'd expect way shorter matches if you ever get 15 people in one game though =]
The 'destruction of unused bases' idea is cool as well, good job with those triggers.
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So guys, how do I play with more than 3 AIs? I want a challenge!!
I already tried using custom patcher and test game in the map editor.
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This map is sick! If you aren't aggresive at the beggining, you'll probably get contained and crushed by your neighbour (high ground xelnaga)
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you do realize you can set units to give resources upon death. its in the unit death section. if you set all available units to give resources upon death and gave enough to start with.
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anyone wanna play this once the server starts up!?
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On May 22 2010 10:30 Scias wrote: anyone wanna play this once the server starts up!?
ME.
add me, Icarus
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Love it, might need some balancing but looks like crazy fun.
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I'd love to give this map a try now that the new patch is live.
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how the hell do we play custom maps online?
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sorry for posting in a old thread
this map looks EPIC and great for LAN parties where everyone wants to play together. Anyway, I was wondering if it was still in the works or not, and if I could publish it? (want your permission) (and if it is discontinued would you upload the map w/ the naturals in it?)
again, sorry for resurrecting this, but I have been looking for this map for a while now, and It looks like pure awesome.
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isn't it published? i remember seeing a vod of husky or sb. else playing on this map
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On October 25 2010 15:19 TehForce wrote: isn't it published? i remember seeing a vod of husky or sb. else playing on this map
Looking at how old the thread is that might have been during beta, right?
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yeah, it was just before they allowed map publishing I added naturals and published the map on this thread
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That looks like it would be amazing fun.
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On October 26 2010 08:15 yoplate wrote: That looks like it would be amazing fun. go ahead and try it, it is published now... and I made some changes (for better or for worse)
I think this map will be best at LANs when you have > 8 people
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