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a remake of the sc1 map othello also inspired by wuthering heights the map is actually larger than any blizzard map so far but imo the current maps are too small
- the plates outside the natural and in the middle are unbuildable - middle circle is unbuildable - the walls around middle area are also unbuildable
main 8min, 2gas nat 7min, 2gas 3rd 6min, 2gas 4th 7min, 2gas middle 5rich, 1richgas
watchtowers (sight blockers around it) at 12, 6, 9 and 3 o clock
destructible rocks in entrances behind the naturals (2000 hp)
after playing stepps of war and lost temple and compare larger maps to small maps i think larger maps are alot more balanced. basically mech play which is a big topic right now revolves around having short distances to ur expansions so u can turtle. also having small maps u can split the map in 2 easily. short distance to enemy is great too for timing attacks while the zerg users want large maps. discussed this with haypro at dreamhack and we both agree zerg want this larger type of maps so he can remake his army quickly as hell after dying to the terran army, like toss often was against terran in sc1 
v1.1
![[image loading]](http://img197.imageshack.us/img197/6342/othello4.png)
middle + Show Spoiler + 4th base + Show Spoiler + old version + Show Spoiler +
no map download yet
Other maps: Argutaris Othello Byzantium City of Mengsk Torrasque Landscape Black Rainbow Gaia Medusa
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Hrm, it kind of resembles wuthering heights and othello mixed together - looks pretty interesting (though I think i would prefer a more wide open middle as in the original version). Looks pretty fun though - i really loved othello in scbw (as any terran player would)
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On June 23 2010 06:23 Comeh wrote: Hrm, it kind of resembles wuthering heights and othello mixed together - looks pretty interesting (though I think i would prefer a more wide open middle as in the original version). Looks pretty fun though - i really loved othello in scbw (as any terran player would) oh ye thats understadable at first from the picture. but the middle ways u walk around with are actually quite wide. like the lost temple environment in the middle. units clump so damn much in sc2 that it doesnt have to be so wide anyways
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I dislike the inconsistent amount of minerals/gas at each expansion... The higher ground that an army can fit on and the proximity to the gold expansions basically makes them unusable, one tank at each corner will just decimate each base. Other than that, pretty good, however, the little squiggly walls should have something so that you can't land units on them.
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just edit pathing. no pathing on the wall and that's it.
the little ground behind high mineral hills may need to be more identical. (maybe not..)
Like the unbuildable middle. maybe even make it bigger.
nice map overall.
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Those high yeilds are so open and easy to harrass, I feel they should be more valuble. At least another high yeild min and a normal gas.
I'm zerg btw heh.
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I don't think taking the high yield will ever be worth it. 5 patches and 1 high-yield gas < 8 patches + 2 reg gas.
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yes i can also do the math but if u make it worth it straight up like that its just gonna favor zerg very much. other races wont take those expoes. basically those expoes r just there to fill the location more purpose and more reason to have mapcontrol in the lategame. also making it harder for a mech terran to split the map and i think its best for balance right now
On June 23 2010 06:25 ItsTheFark wrote: I dislike the inconsistent amount of minerals/gas at each expansion... pretty much every map in sc1 had this, its stregetically brilliant to use different on different locations because it adds more deph. for example u can take 3rd expo on 3rd base cause its easy to control but u could take 4th instead which is harder to control but gives u an extra mineral patch
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I think larger maps are not the way of Starcraft 2. This new game needs smaller maps, for a couple reasons:
-expanding is harder (big maps its way to easy-- by the time you get over, he could have put down 5 hatcheries) -zerg creep highways (listen to TLO on Day[9] - he will explain it to you) -armies are more compact, and slower (a few exceptions) -- every game with be just be a turtle-fest
I like the map though, just think some testing should be done.
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Considering the number of players who can have success just maxing off two bases, giving each player 4 easily-defended bases seems.... excessive. I like varying the number of mineral patches. I think I'd like to see a "one gas" regular expansion at some point, even at the natural. Just for some diversity in play style.
But yeah, the map really does seem too expansive. I get your point that Terran need to be spread out or Mech is too powerful, but units are way more mobile in SC2 than in SC1, especially Zerg. I think you've taken it a bit far the other way with this one. But I hope people play this a lot. When Zerg start dominating with speed lings and nydus networks, it'll get to be pretty OP and people will be more willing to use this type of strategy on other maps.
ETA: as long as we're talking about mineral patch diversity, where was it written that 1500 was the right amount of minerals to start out with? Cutting it to, say, 1200 or something would force players to expand more quickly and lend a more dynamic element to the game. Just because 1500 worked for SC1 doesn't mean that's the way to go for SC2.
And one final quibble: the mineral lines at the 11 and 4 mains look a lot harder to harass with, say, mutas than the other two. Not sure if that's a bug or a feature, but I thought it worth pointing out.
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new update, remade middle map smaller size  4th bases tighter added destructible rocks behind nats rotated main minerals so all hug the edge
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looks cool, and this is just going from the preview but it seems everything is really narrow. anywhere you'd push through is a small choke. for example the paths to the min onlys look a lot more like, say luna width, than othello.
i dunno, maybe my sense of the scale is just off.
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Map is lookin sweet now.
looks cool, and this is just going from the preview but it seems everything is really narrow. anywhere you'd push through is a small choke. for example the paths to the min onlys look a lot more like, say luna width, than othello.
i dunno, maybe my sense of the scale is just off.
I think the chokes are wider than you are seeing. Imagine a Nexus at each expansion, and compare it the the choke-- much smaller. Each choke I'm guessing is about the size of one screen.
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Hi, this map is really well done, just like your Outsider map. I am about to start remaking Athena and I have a simple question: what is the map dimensions in SC2 equal to 128x128 in BW? Thanks.
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great remake, why not use the other tileset though (so it looks more like scbw map)?
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Hi Morrow :D cool map man.
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I like this map. It allows for really good flanking with all the different routes after your opponent gets his 3rd/4th base up. The cliff at the naturals allows for harassment, which most good maps have. This, even though it is a four-spawn map seems to be better for 1v1.
Correct me if I am wrong, but I do not see any watchtowers. Consider adding some in places where players can spot an army moving out by the sides of the map.
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Oops I'm retarded you do have watchtowers...
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