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[map] King's Country(2) - Page 2

Forum Index > SC2 Maps & Custom Games
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3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-06-11 00:22:26
June 11 2010 00:20 GMT
#21
Good Job on this map mity! I really like it! I think that its almost perfect! Although I have the same concern that Stropheum has about this map.

btw, sorry about the bump and the late reply, I was temp banned for 2 weeks. Just thank god that didn't affect my SCII playing ability!

edit: then again.... the mods might be lurking about readying to scourge me until I can't play SCII any more.....
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-06-12 01:10:46
June 12 2010 01:10 GMT
#22
On June 01 2010 12:23 Stropheum wrote:
I love the way this map is laid out, but I'm a zerg player. Seriously though, if you think about it, a zerg player can easily take 4 bases without exposing themselves at all, and the gold connected to their 3rd isn't that exposed once creep is spread


Can somebody maybe explain it a little more and give some ideas to fix this?
Edit: Beta downtime, might work on some maps.
phyre112
Profile Joined August 2009
United States3090 Posts
June 12 2010 01:26 GMT
#23
Yes, zerg will have a very easy time creeping around and securing four bases on this map - but P is going to have a very easy time taking three, and T is going to have a very easy time holding whatever they take. I wouldn't be to worried about this.

The main problem I'm seeing is that whoever gets to the high ground first is going to basically close off their opponent. The routes from base to base just dont seem to provide enough options. Possibly consider removing the rocks on one side of each high yield, and then separate them from the rest of that main strip of land? Gives a back way from nat -> third, if terran seiges up around that watchtower. (which would be SCARY imo)
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
Last Edited: 2010-06-12 01:32:55
June 12 2010 01:31 GMT
#24
On June 01 2010 09:38 BDF92 wrote:
For some reason I feel like this map would play just like match point.

Except for the fact that it's a different game and has no similarities no match point at all. In other words, your feeling is way off man.
화이팅
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-06-12 02:04:31
June 12 2010 01:55 GMT
#25
On June 12 2010 10:26 phyre112 wrote:
Yes, zerg will have a very easy time creeping around and securing four bases on this map - but P is going to have a very easy time taking three, and T is going to have a very easy time holding whatever they take. I wouldn't be to worried about this.

The main problem I'm seeing is that whoever gets to the high ground first is going to basically close off their opponent. The routes from base to base just dont seem to provide enough options. Possibly consider removing the rocks on one side of each high yield, and then separate them from the rest of that main strip of land? Gives a back way from nat -> third, if terran seiges up around that watchtower. (which would be SCARY imo)


Sounds like your underestimating how easily rocks fall to roaches, immortals and mauraders.
If a terran has sieged at the center he wont have nearly enough time to unsiege and go to the rocks.

edit: the watch tower only gives sight range to the bottom of the ramp.
baytripper
Profile Joined May 2010
United States170 Posts
June 12 2010 03:40 GMT
#26
honestly i'd probably cheese every game on this map

expos don't have chokes, mains are really close together, every single mineral patch is wide open for air harass, tanks can probably hit the mineral line in the main from the third. there's basically no way to hold any expansion until you have an army big enough to hold the center (which is pretty damn big considering the size and orientation of the ramps), at which point you win because you only have to take two steps to push your opponent's natural

you have two contradictory ideas going on. you have the wide open disputed center that favours large armies combined with the hard-to-secure expos and close positions that favour one-base aggression, plus a bunch of balance issues like the awful resource positioning

i like the aesthetics and you did a good job on the symmetry, but honestly i would scrap it and start over. look at the expos on some brood war pro maps and try to pay attention to the little details like the size of the entrance and where the minerals are relative to where the opponent can easily push. also try to do more to differentiate expos. every single one of your expos has the same formula. wide open, minerals exposed with little build room behind them, close to the opponent. try varying these things, like if you're going to have a mineral line that's vulnerable to mutas, give it a small choke so it's safer against hellions (like the natural on blue storm). likewise, if it's wide open to ground, push it up against the side of the map so it's not so easy to fly around the back of it (look at the natural on metalopolis for example). don't be afraid of the map edges, they are your friends.

holding an expansion shouldn't be a cake-walk in the tea-park, but you shouldn't make the players AFRAID to expand either. if they're exposed to six different kinds of abuse the moment they step down their ramp and they feel like they need five bunkers and twice as many turrets before transferring workers, they just won't do it, especially on such a cheese-friendly map. i mean think about how incredibly good 9 rax reapers are gonna be on this map compared with how impossible a marine fast expand will be.
Skee
Profile Joined March 2010
Canada702 Posts
June 12 2010 04:03 GMT
#27
+ Show Spoiler +
On June 12 2010 12:40 baytripper wrote:
honestly i'd probably cheese every game on this map

expos don't have chokes, mains are really close together, every single mineral patch is wide open for air harass, tanks can probably hit the mineral line in the main from the third. there's basically no way to hold any expansion until you have an army big enough to hold the center (which is pretty damn big considering the size and orientation of the ramps), at which point you win because you only have to take two steps to push your opponent's natural

you have two contradictory ideas going on. you have the wide open disputed center that favours large armies combined with the hard-to-secure expos and close positions that favour one-base aggression, plus a bunch of balance issues like the awful resource positioning

i like the aesthetics and you did a good job on the symmetry, but honestly i would scrap it and start over. look at the expos on some brood war pro maps and try to pay attention to the little details like the size of the entrance and where the minerals are relative to where the opponent can easily push. also try to do more to differentiate expos. every single one of your expos has the same formula. wide open, minerals exposed with little build room behind them, close to the opponent. try varying these things, like if you're going to have a mineral line that's vulnerable to mutas, give it a small choke so it's safer against hellions (like the natural on blue storm). likewise, if it's wide open to ground, push it up against the side of the map so it's not so easy to fly around the back of it (look at the natural on metalopolis for example). don't be afraid of the map edges, they are your friends.

holding an expansion shouldn't be a cake-walk in the tea-park, but you shouldn't make the players AFRAID to expand either. if they're exposed to six different kinds of abuse the moment they step down their ramp and they feel like they need five bunkers and twice as many turrets before transferring workers, they just won't do it, especially on such a cheese-friendly map. i mean think about how incredibly good 9 rax reapers are gonna be on this map compared with how impossible a marine fast expand will be.


I'm done with mapping for a while. =P.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-06-12 04:09:08
June 12 2010 04:08 GMT
#28
On June 12 2010 13:03 mity wrote:
+ Show Spoiler +
On June 12 2010 12:40 baytripper wrote:
honestly i'd probably cheese every game on this map

expos don't have chokes, mains are really close together, every single mineral patch is wide open for air harass, tanks can probably hit the mineral line in the main from the third. there's basically no way to hold any expansion until you have an army big enough to hold the center (which is pretty damn big considering the size and orientation of the ramps), at which point you win because you only have to take two steps to push your opponent's natural

you have two contradictory ideas going on. you have the wide open disputed center that favours large armies combined with the hard-to-secure expos and close positions that favour one-base aggression, plus a bunch of balance issues like the awful resource positioning

i like the aesthetics and you did a good job on the symmetry, but honestly i would scrap it and start over. look at the expos on some brood war pro maps and try to pay attention to the little details like the size of the entrance and where the minerals are relative to where the opponent can easily push. also try to do more to differentiate expos. every single one of your expos has the same formula. wide open, minerals exposed with little build room behind them, close to the opponent. try varying these things, like if you're going to have a mineral line that's vulnerable to mutas, give it a small choke so it's safer against hellions (like the natural on blue storm). likewise, if it's wide open to ground, push it up against the side of the map so it's not so easy to fly around the back of it (look at the natural on metalopolis for example). don't be afraid of the map edges, they are your friends.

holding an expansion shouldn't be a cake-walk in the tea-park, but you shouldn't make the players AFRAID to expand either. if they're exposed to six different kinds of abuse the moment they step down their ramp and they feel like they need five bunkers and twice as many turrets before transferring workers, they just won't do it, especially on such a cheese-friendly map. i mean think about how incredibly good 9 rax reapers are gonna be on this map compared with how impossible a marine fast expand will be.


I'm done with mapping for a while. =P.

LOL. I was about to post how I don't understand how everything cept the muta part and reaper rush part is true when you said that. Most hilarious response I've ever seen from you mity my friend!

edit: O and good sig.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Toran7
Profile Joined March 2010
United States160 Posts
June 12 2010 04:25 GMT
#29
siege tanks and turrets to completely contain your opponent to 3 bases while you take both gold expos. Then just mass cruisers and GG
Skee
Profile Joined March 2010
Canada702 Posts
June 13 2010 00:21 GMT
#30
Yea, I'm not going to scrap this map and probably will publish it, though I wont be working on it anymore.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 20:41 GMT
#31
needs:

-no DRs on islands
-islands should have 7 crystals not 8 - it cost $ for being protected on an island, otherwise all Terrans would always expand to an island instead of their natural.
-the DRs in the upper-right center and lower-left center can be scrapped.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 30 2010 20:50 GMT
#32
Nat doesn't cover main, 3rd is too hard to take, island with rocks!? (consider placing a 1 mineral patch if you want to avoid terran lifting).
2 ramps = good, but they share a choke (no other path to exit until you break the rocks).
Only one watchtower? Consider replacing it with two where the two pairs of ramps intersect. (one on each side of the current watchtower)
133 221 333 123 111
Skee
Profile Joined March 2010
Canada702 Posts
June 30 2010 21:34 GMT
#33
Ok, I took everything into consideration and think that the new changes are good.
+ Show Spoiler +

[image loading]

I completely redid the center map and made the gold expansions separate land pieces.
I made the natural be covered by the ramp more than before.
I made the island expos not have rocks and have 7 mineral patches instead of 8.
I added a 3rd small ramp onto the separate land pieces.
Gabb
Profile Joined June 2010
United States63 Posts
June 30 2010 21:39 GMT
#34
I like the re-done version of this map. Good work.
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2010 01:20 GMT
#35
I don't think that the watchtower spots enough of an area where it is located.

Maybe put DRs at the golds.

Otherwise, this map is ready to be published.
Good job!
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-07-01 01:35:50
July 01 2010 01:25 GMT
#36
Also, the middle looks like a death trap to me. In game I would not send my units through that way. Maybe put blocks/towers at the corners of those walls like the small high ground areas in LT and rethink where the los blockers go.

EDIT: Of course scrapping the walls, didn't really make that clear.
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