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NEW MAP NAME: GENEVA
Map Image: + Show Spoiler +
Features & Changelog: + Show Spoiler +- An easy to take 3rd that is harder to defend when you have bigger armies.
- Added two watch towers on each side.
- Changed the fourth expansions to rich expansions.
- Changed the map's lava to water.
- Several cosmetic changes.
- Several doodads added.
- Cliffs above the 3rd for mid game harassment.
- Small chokes.
- A fairly straight rush distance.
- Rocks covering 4th expansion.
- Added rocks to make a third entrance to the 3rd base.
Map Analyzer Images: + Show Spoiler +
Download: + Show Spoiler +
My Other Maps: + Show Spoiler +
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Looks pretty good, however I would say add a second ramp to the watch tower platform, because it seems just a bit biased in favor of the top left position.
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terran camping at watch tower = total map control and easy 4 bases then
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I like it.
The third and fourth are hard to defend from main, but easier to defend if both are taken.
The middle seems nice and open, so the Zerg player in me is happy. Zerg will have one hell of a time creeping together main and natural, so the Zerg player in me is sad.
Perhaps 4th to gold?
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On June 30 2010 06:08 ItsTheFark wrote: Looks pretty good, however I would say add a second ramp to the watch tower platform, because it seems just a bit biased in favor of the top left position. O.o There is two ramps on the tower platform O.o
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this is a very interesting map. the aesthetic is nice, as well. beware of the extreme effectiveness of tanks on maps like this, although having an easily-accessible third expan should conceivably help Z. I'd be very curious to see the balance. maybe there should be some kind of extra flank--a backdoor with rocks or something--into the main. also you may consider high-yield mins in lieu of the regular ones at the breakable rock expans for flavor. good work!
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I think about 90% of all map threads involve one of the first posts saying "Imba for T"
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On June 30 2010 06:14 Joseki wrote: I think about 90% of all map threads involve one of the first posts saying "Imba for T" That percentage is to low.
The middle is open enough that it shouldn't be a huge issue. If you let a terran get to the point where he's covering that entire section which a billions tanks you've probably just lost rather than suffered from map imba.
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The watchtower is going to be problematic in this case. Not so much the tower itself, but the fact that it's high ground and choked off. Tanks up there could really wreck some havoc, though it's hard to judge just how much they'd control the middle. I'd almost recommend a watch tower surrounded by LoS blockers in this case. Maybe add some high ground somewhere on the edges of the middle if you want to keep that kind of tactical option open.
Still I don't think it's that big of an issue like it is. If you position yourself there you're really vulnerable to drops as you can bounce between the 3rd and main/nat and the defenders are going to be hard pressed to cover both.
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On June 30 2010 06:12 Skee wrote:Show nested quote +On June 30 2010 06:08 ItsTheFark wrote: Looks pretty good, however I would say add a second ramp to the watch tower platform, because it seems just a bit biased in favor of the top left position. O.o There is two ramps on the tower platform O.o
heh, I thought the same thing as him when i first looked at it, it's a trick of the light that the south ramp isn't as visible. It's all good
I think it's an interesting, if small/cramped map (we have incineration zone, so it's not unusual)
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It look like who ever controls the watch tower wins
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I might move the watch tower onto the ground and put LOS blockers around it like Logo suggested.
edit: Its updated with a pic in changelog.
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Think you should work on some doodads in the lava and on the land. I think you should download and take a look at incineration zone for inspiration.
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Work on doodads and textures like Wihl said.
-Make the harassment cliff by the third base larger -Make the fourth expansions high yield minerals with only six mineral patches or add another expansion and make it high yield -Make the main bases larger -Make the third expansions smaller, the stretch from the minerals to the center of the map seems to large. -Do something about the choke into the fourth base or connect another path to it. It needs to be much harder to control. -Make the high ground in between the naturals and thirds larger (the ramps can be the same size) -OPTIONAL: Extend the high ground at your main to cover behind your natural's mineral lines and have it serve as another harassment cliff. Add destructible rocks to block it off from the main. That would be fun. -OPTIONAL: Maybe move the watchtower to the side of the center of the map and add another one on the other side, and cover them with a half circle of line-of-sight blockers.
Nice work on the map though. I wish I had the galaxy editor but I have a Mac >.<
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I like the map how it is now and want to wait for some play test before I change anything.
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On June 30 2010 07:15 Antares777 wrote: -Make the main bases larger
I may not have the right perspective, but the main looks plenty big to me. If not, I think a smallish main would be a nice feature of the map, forcing you to put production/tech buildings outside your main.
Please don't scream imba for Zerg.
On June 30 2010 06:20 Logo wrote: really wreck some havoc
It's wreak some havoc. I want to KILL HD when he screws that up. Sorry. Just can't stand to see that one messed up.
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On June 30 2010 07:26 Skee wrote: I like the map how it is now and want to wait for some play test before I change anything.
Okay. I respect that.
...And now actually looking at the mains more carefully, they are really large and do not need to be made any larger.
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I made quick photoshop to illustrate a couple of changes that I think can improve this map.
+ Show Spoiler +Green - D-rocks Red - Kill ramp Blue - Add ramp White - Add high ground
- Killing off the ramp to the third will make fast expanding more viable as protoss. (Not sure how big the chock at the nat is. Is it possible to to FFE?) This also shuts down the "no brainer" third.
- Putting the D-rocks here as the new path from nat to 3rd forces turtling players to move into the middle of the map.
- New high ground adds a new dynamic to how the center of the map is controlled. (Flanks, counter attacks,etc.) It also makes the choice of taking either left or right 4th base an option. (If the D-rocks are removed it might even be a viable 3rd.)
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