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[Map] City of Mengsk - Page 2
Forum Index > SC2 Maps & Custom Games |
sob3k
United States7572 Posts
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kyama
United States118 Posts
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MorroW
Sweden3522 Posts
On June 27 2010 10:09 sob3k wrote: I just don't think the border road will be good from a gameplay sense...it just seems annoying that the enemy can move around the entire map and cliff harass almost every single expo...this is worse than kulas ravine ![]() without that border the map wouldnt have any concept at all. the idea of the map revolves around it lol :d it might be bad for gameplay or it might be really awesome, hard to say without testing it On June 27 2010 10:10 kyama wrote: sorry, but how do you download this? no map dl yet, probably gonna come in future^^ On June 27 2010 09:38 Barrin wrote: I personally like uneven textures. However, I'm a fiend for perfect symmetry as far as terrain itself goes, so the middle should be tweaked IMO. Other than that, it does seem as if terran players will have a decent advantage in lower levels of play, but I think the more clever the zerg/protoss player is the more balanced the map is. I REALLY DIG the way you are doing the base keep(castle)-style. Big ass ramparts(walls) on the outside with the main building in the middle with room in between. About as important to that feel are the two big ass towers on either side of the front of your base where the ramparts stop for the front entrance. Sorry I'm just really into the medieval thing. edit: oh yeah about those "towers" on either side of the front of your base, they would look A LOT like "towers" if they were 2 steps high instead of just 1. Wouldn't change balance much at all. edit#2: I would play around with a single watch tower in the middle of the map, or moving all the watch towers a little closer to the center of the map (on the "towers" I talked about before). those towers wouldnt affect balance so much indeed, maybe, but reapers are already heaven in here and adding stuff like that just to give it a better visual feeling is not worth it. im not a huge fan of xel towers and i definitely think 5 of them on a map size of this would be overkill. imo its better to encourage ppl to spread out observers and overlords over the map and have good hellion scouting etc than simply taking towers, such a cheap way to get map presence ^^ right now im just trying to figure out plans to nerf terran as efficiently as possible without touching the game play or concept of the map. the only thing terran wants for a map is short distances and tight areas and this seems like heaven. zerg wants many directions to walk and use mobility so i might change the border so its alittle thicker, assuming the border width size is better for p and z which im fairly certain of. but other than that i see no other aspects of the game that could disfavor terran in a map like this xd oh also added polls a while ago but many didnt seem to have noticed it. please take a minute to vote on them please ![]() | ||
SoL[9]
Portugal1370 Posts
When beta come up i would like to read White-Ra comments after he play in here. Gj Morrow | ||
Day[9]
United States7366 Posts
I really wanna play a bunch on it :> | ||
CharlieMurphy
United States22895 Posts
Close positions seem difficult. Seems like there needs to be at least like 2 more unowned bases -Possibly create another ramp directly to the nat, and then throw a few d-rock lines on the ramp you currently have. (Medusa style) -If you scrap the middle and stretch out two opposite sides towards the middle you can put bases up there. (but might need to remove the ramps) | ||
CatfooD
United States203 Posts
On June 27 2010 10:16 MorroW wrote:right now im just trying to figure out plans to nerf terran as efficiently as possible without touching the game play or concept of the map. the only thing terran wants for a map is short distances and tight areas and this seems like heaven. How willing are you to mold this map into something that will achieve your goals?? You can take a lot of drastic measures to make it totally unique, too... You can recreate the exact same map concept just on a plane that is 30% larger to nerf a lot of previously mentionedTerran exploits. You can remove 2 mineral patches from every base to really cut down the army size of a turtling Terran and indirectly give more power to more mobile Protoss and Zerg armies. You can open up the "highway" part of the map to be much, much, much bigger, so that it is the more prominent and preferred method of travel, then alter the middle to be more of the secondary method of travel, since it is much less vulnerable, and easier to defend with ramps, than the highway portion. Did that make sense?? Haha. Are there doodads or something that you can attach to certain segments of ledges that make that portion of the ledge un-jumpable to reapers?? ... If you are still concerned with the power of reapers on this map. By making the mapset 30% or whatever larger, you could also afford more room to include an extra couple of neutral expansions in the middle to force more linear base progression like Charlie mentioned. | ||
Strobe
United States26 Posts
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slowmanrunning
Canada285 Posts
Are starting positions the high ground with eggs? or the low ground with super long choke. (nvm, read the concept) All in all this map seems like it heavily hates zerg. If starting positions are on the egg'd high ground, then you can protect your natural, and 3rd with seige tanks at your main. Zerg would also be forced into a hella long choke at the natural that would be impossible to push down. The distance required to creep towards your natural and 3rd is rediculous. I like that it's a large map, because imo the blizzard maps are too small. Though I wouldn't want to play it as zerg, imo this map is more imbalanced against zerg than any map blizzard has made, towards any race. You definately designed this map with your race in mind, if you want to balance this, all I can say is it won't ever really be balanced so long as the natural is invincibly safe behind the main, and the third is more like a natural, in terms of location and protection. A turtling terran won't be stoppable on this map. also MASS SEIGE TANK DROPS, LIKE ALL OVER THE PLACE!!! | ||
Baloop
United States127 Posts
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MorroW
Sweden3522 Posts
extending the highway is a good idea that ive already posted (i think) but at least i have this in the plans for the next version too ![]() if i make the map 30% larger it will be huge and go against the playstyle im looking for, keep in mind that this map is already larger than every single blizzard map so far (not 100% sure, but at least most of them) i do have plans to nerf reapers in the next version so ill definitely figure out some ways to do that. all and all i think most of you will think next version is at least a little bit better for zerg^^ will probably upload it in about 10 hours or something like that On June 27 2010 14:30 slowmanrunning wrote: You definately designed this map with your race in mind, if you want to balance this, all I can say is it won't ever really be balanced so long as the natural is invincibly safe behind the main, and the third is more like a natural, in terms of location and protection. A turtling terran won't be stoppable on this map. i didnt intentionally create this map to favor my own race, obviously my goal is to create a balanced map else it has no chance of ever getting played lol i just wanted to make a map that looks different and is very interesting and this is the first version of it. i basically want to see if its possible to have these kind of maps in high level or that only boring macro maps will be possible | ||
Gaxton
Sweden2328 Posts
Finally a map that not got the post-apocalypse look, getting kinda boring now. Probably need some tweaking but its definitely on the right way (Seems abit terran favored at the moment) Also, good luck in the TL Arena tonight. Sweden fighting!~ | ||
Ventez
Norway107 Posts
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yomi
United States773 Posts
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brocoli
Brazil264 Posts
What's the point of those highrounds with two ramps at 12, 3, 6, and 9? 1st, they make the 3rd siegable, and with the whole map already tight and good for tanks, I don't see why add this kind of thing Also, they make the job of defending the natural much easier for Terran compared to P and Z, with well positionned tanks. 2nd, they grant faster access to the highway and watchtowers without taking out the eggs, so what's the point of the eggs? Wouldn't just one ramp from those highgrounds leading deeply into the 3rd, and a larger highway / faster access to the highway for Zerg be better? Also I'd like to know... - can Z hit the 3rd's rocks with spine crawlers from the main's ledge? - add 2 neutral turrets near each watchtower that attack any air that comes close to them? XD (This way it woud be harder to gain vision of the units controlling the WT for tanks and colossi) | ||
KobraKay
Portugal4208 Posts
![]() Balance related I see those high grounds as a good place to siege and just turtle to win :D I love it lol...Keep up the good work and with some changes your maps can become excellent. I will DL your maps as soon as they are available ![]() | ||
Angryhorse
Sweden387 Posts
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Deleted User 31060
3788 Posts
looks pretty good, but I can't help but feel that T would be horribly imbalanced here. Very innovative. | ||
Madsquare
Germany157 Posts
im curios to see how the assyemtrical middle plays out. i like your idea with the mineral patches and the eggs, though i dont know why i would send there a worker. the watchtower should be moved somewhere else. they dont reveal anything important on the map. the thirds maybe, but if you can get to the tower you could also just get to the expo itself. i think towers should have a greater purpose than this. my concerns about the layout: - harassment seems super strong. - the natrural looks like its impossible to make use of ground units at it - also fast expo builds seem hard (long distance; queens?) - looks very narrow i like how much evolved the map from the concept of 'plasma'. it seems like you put some thought into it. greetings, madsquare. | ||
MorroW
Sweden3522 Posts
Version 1.1 - Increased map size from 128x128 to 130x130 - Widened the border around the map - Pushed in all the expansions from the borders a little to prevent reapers from attacking down from the cliff - Made the double ramp chokepoint outside the natural ramp smaller and pushed it in a little from the middle + Show Spoiler + ![]() - Exchanged a main geyser to a neutral extractor + Show Spoiler + ![]() - Placed a neutral creep tumor outside every path to the natural base - Pushed back the watch tower along with the cliff around it to widen up the pathways to the double ramp + Show Spoiler + ![]() - Placed pipes at sides of main base, natural and 3rd base to give reapers less mobility but also so the natural geysers cant be sniped from the border basically i respond to reaper with these pipes. respond to zerg having hard time taking his natural by adding a creep tumor. but not only that, also main base extractor to slow down the terran (shouldnt slow down a zerg because how late zerg usually takes his gas plus how many more soldiers he has in the early stage^^). and made the border around the map a little wider just to give zerg easier time to move around on it extreme harass from borders by moving the bases longer in pushed in the double ramps along with that cliff to open it up a little my goal of this version wasnt to change the gameplay. i still expect heavy harassment and tight battles but i felt like i had to do less of it for the cause of balance ^^ i dont expect zerg to be balanced yet but im pretty sure this was a significant nerf to terran | ||
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