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[Map] City of Mengsk - Page 2

Forum Index > SC2 Maps & Custom Games
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sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 27 2010 01:09 GMT
#21
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
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
kyama
Profile Blog Joined June 2009
United States118 Posts
June 27 2010 01:10 GMT
#22
sorry, but how do you download this?
Let them hate, So as long as they fear...
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-27 01:27:17
June 27 2010 01:16 GMT
#23
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
Progamerpls no copy pasterino
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
June 27 2010 01:17 GMT
#24
I like this map, seems to have allot of possibilitys so could be really interesting playing in this map.
When beta come up i would like to read White-Ra comments after he play in here.
Gj Morrow
I Can Fly...
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
June 27 2010 01:22 GMT
#25
Absolutely amazing work!

I really wanna play a bunch on it :>
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-27 03:24:14
June 27 2010 01:55 GMT
#26
no ramp near natural expansion is bad. Map has no linear base progression at all.
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)
..and then I would, ya know, check em'. (Aka SpoR)
CatfooD
Profile Joined April 2010
United States203 Posts
June 27 2010 02:56 GMT
#27
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
Profile Joined May 2010
United States26 Posts
June 27 2010 05:10 GMT
#28
I like the map a lot!
slowmanrunning
Profile Joined March 2010
Canada285 Posts
Last Edited: 2010-06-27 05:39:39
June 27 2010 05:30 GMT
#29
Very good looking, but at a glance it seems really heavily terran favored.

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!!!
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
Baloop
Profile Blog Joined April 2010
United States127 Posts
June 27 2010 05:36 GMT
#30
Looks like a really solid map. Would need to play it for testing, but i have a feeling its gonna be pretty small for zerg surrounds and flanks, but we will see
Millions of Peaches, Peaches for me
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-27 11:59:44
June 27 2010 11:54 GMT
#31
mech terran costs gas, the more minerals the less favored towards mass tanks it would be, so the only way to go like this is to cut down the gas, and this is what i will do in the next version

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 zerg is probably gonna like a wider highway because they r the more mobile race with larger armies

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
Progamerpls no copy pasterino
Gaxton
Profile Joined April 2010
Sweden2328 Posts
June 27 2010 12:03 GMT
#32
Very good looking.
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
Profile Joined April 2010
Norway107 Posts
June 27 2010 12:20 GMT
#33
I think you should just remove the eggs and instead add minerals. Now it seems like you can rush a ranged unit and just run them on the sides and they got complete control. If you add purely minerals it would make the sides just viable for attacking the natural and third and I would think that might balance things out.
yomi
Profile Blog Joined June 2004
United States773 Posts
June 27 2010 12:39 GMT
#34
I voted maps like this won't be balanced in SC2. This map is too similar to the current ladder maps aka it is bad. The distances between bases are too short and you are always fighting in a chokepoint. Why is there a ring of impassable terrain around the entire map? Please, mapmakers, do not copy the Blizzard ladder maps they couldn't possibly be worse.
brocoli
Profile Joined February 2010
Brazil264 Posts
June 27 2010 15:32 GMT
#35
There's just one thing I don't understand about this map.

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
Profile Joined March 2010
Portugal4240 Posts
June 27 2010 16:27 GMT
#36
I really like your maps they look awesome not talking about balance here, just how they look.

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
CJ Fighting! (--.--)
Angryhorse
Profile Joined January 2010
Sweden387 Posts
June 27 2010 16:59 GMT
#37
It looks good, love the rp'ish name !
Don't cry blood, the world doesn't revolve around you
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
June 27 2010 17:03 GMT
#38
REAPER HEAVEN <33333333333333

looks pretty good, but I can't help but feel that T would be horribly imbalanced here. Very innovative.
Peaked at C- on ICCUP and proud of it! @Sunyveil
Madsquare
Profile Joined April 2010
Germany157 Posts
June 27 2010 17:41 GMT
#39
i really like the ridge around the whole map. reminds me of bifrost.

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.

I do not obey any norms. I redefine standard with every thought I make.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-28 16:29:49
June 28 2010 16:25 GMT
#40
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 +
[image loading]

- Exchanged a main geyser to a neutral extractor
+ Show Spoiler +
[image loading]

- 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 +
[image loading]

- 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
Progamerpls no copy pasterino
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