I really like the tactical opportunities that this map presents. For example if a Protoss decides to rush 3 Zealots and try to take out the Ultra early so he can cannon expand there, Zerg or Terran could easily run in with some T1 units and kill the zealots, then the Ultra, and take the expansion themselves. With good scouting by both players I think the Ultra might actually stay alive for a while as both players will be afraid to engage it for fear of being "ganked".
[Map] Torrasque - Page 5
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Uranium
United States1077 Posts
I really like the tactical opportunities that this map presents. For example if a Protoss decides to rush 3 Zealots and try to take out the Ultra early so he can cannon expand there, Zerg or Terran could easily run in with some T1 units and kill the zealots, then the Ultra, and take the expansion themselves. With good scouting by both players I think the Ultra might actually stay alive for a while as both players will be afraid to engage it for fear of being "ganked". | ||
MorroW
Sweden3522 Posts
On July 01 2010 01:29 Uranium wrote: I like the Ultra instead of destructible rocks for the gold expansion. You should remove the gold expo from the nat, though. As stated by others this is a bit imba for Terran... also with only the single gold expo controlling the short path AND the additional resources it will become a fierce battle over that middle ground. But of course you have to get an army big enough to kill the Ultra first. I really like the tactical opportunities that this map presents. For example if a Protoss decides to rush 3 Zealots and try to take out the Ultra early so he can cannon expand there, Zerg or Terran could easily run in with some T1 units and kill the zealots, then the Ultra, and take the expansion themselves. With good scouting by both players I think the Ultra might actually stay alive for a while as both players will be afraid to engage it for fear of being "ganked". indeed there is a possiblity gold natural could favor zerg. the way i see it is that mule is the only aspect which favors terran in this gold expo. zerg is more favored because zerg - takes his nat faster - has less workers out on the map when natural is completed - is the race that has least trouble taking 3rd base which leads to the zerg being least worried about getting mined out on 2 bases my general guess about the gold natural is that it favors zerg the most, terran in middle and protoss the least, simply because protoss has no gain in the whole situation i dont simply want to do the obvious and switch the gold nat with a normal nat. the way i want to balance the map is to keep the same concept and fix the balance issues by touching other elements rather than the actual issue. so lets just assume it favors terran, then later on i can respond by nerfing terran in some other way. u can balance a map in the obvious ways which is to eliminate the issues or u can balance the map by adding new content or tweaking and twisting the already existing concept | ||
Cynoks
United States87 Posts
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emikochan
United Kingdom232 Posts
MorroW is a mapping hero ^^ I can imagine the dark swarm / disruption webs being replaced by hostile PDDs and unique LOS blocker use on city maps for example | ||
Antares777
United States1971 Posts
And everyone will remember this map - its creativity in having a high yield natural (which I don't think will catch on as a trend) and an Ultralisk guarding the quickest path to your enemy will make sure of that. I wouldn't have ever thought to have an Ultralisk guarding the quickest path. Great job, MorroW! | ||
Fincheronious
United States37 Posts
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setzer
United States3284 Posts
I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster. | ||
WarChimp
Australia943 Posts
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Antares777
United States1971 Posts
On July 01 2010 03:35 setzer wrote: Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster. Yeah Morrow you should make it so that if the Ultra dies so does the creep tumor (if possible). EDIT: Sorry for asking so much - I just really want to see that happen ![]() | ||
arb
Noobville17920 Posts
maybe a stronger attack too | ||
MorroW
Sweden3522 Posts
On July 01 2010 03:35 setzer wrote: Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. How does the ultralisk affect things like bunker rushing? A really fast expo should be punishable, but that might not be possible just because an ultralisk forces you to take the longest path. I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster. you know what else prevents bunker rushing? + Show Spoiler + destructible rocks, look at scrap station. r u starting to see how much alike this ultralisk fellow are to destructible blockers now? its idiotic to say the ultralisk dont belong because u want to bunker rush. u can bunker rush at any most maps its not like its a must, personally i never bunker rush and i do just fine without it lol. its like saying maps cant have long distances because u want 6pool to work On July 01 2010 03:44 arb wrote: Im not sure if this has been answered? but if the ultra is just normal str id recommend making it stronger say..1250 hp? rocks have 2k dont they, but since this can attack it doesnt deserve that much life. maybe a stronger attack too its impossible to edit unit stats in melee mode, else it would be interesting to change the hp and name of it :d and ye its been said about 3 times already in this thread On July 01 2010 03:37 Antares777 wrote: Yeah Morrow you should make it so that if the Ultra dies so does the creep tumor (if possible). EDIT: Sorry for asking so much - I just really want to see that happen ![]() uve said that about 5 times already in this thread. ive already told u this is custom map with triggers, cant do this in melee and i dont want to do it. you should learn to read before asking and requesting same thing over and over, its really starting to get annoying ;p | ||
Logo
United States7542 Posts
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NastyMarine
United States1252 Posts
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setzer
United States3284 Posts
On July 01 2010 04:12 MorroW wrote: you know what else prevents bunker rushing? + Show Spoiler + destructible rocks, look at scrap station. r u starting to see how much alike this ultralisk fellow are to destructible blockers now? its idiotic to say the ultralisk dont belong because u want to bunker rush. u can bunker rush at any most maps its not like its a must, personally i never bunker rush and i do just fine without it lol. its like saying maps cant have long distances because u want 6pool to work That was just one example (a bad one, I guess), but I personally would not want a hostile creep destroying my rallying points for any early game pressure/harassment. Units will always take the shortest possible path to their destination, so at least with rocks I do not have to worry about a (possible) superunit killing off my attempt to punish greed builds. | ||
FabledIntegral
United States9232 Posts
On July 01 2010 05:09 setzer wrote: That was just one example (a bad one, I guess), but I personally would not want a hostile creep destroying my rallying points for any early game pressure/harassment. Units will always take the shortest possible path to their destination, so at least with rocks I do not have to worry about a (possible) superunit killing off my attempt to punish greed builds. Then don't rally point through the Ultralisk route...? It's a feature of the map, and it just sounds like you're complaining that you cba to make the rally point take the other route, which is not too time consuming. | ||
MorroW
Sweden3522 Posts
On July 01 2010 04:26 NastyMarine wrote: MorroW is it possible to block unit pathing for Hostile units only? I'd surround the creep tumor and creep with pathing blockers so the Torrasque cannot leave that center area. Just a suggestion ah i dont believe that is possible after the testing i made the ultralisk will turn around right when the cave ends worst case scenario ill add a small rock in each cave passage so basically ultralisks/thors cant enter/exit | ||
aeoliant
Canada361 Posts
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FabledIntegral
United States9232 Posts
On July 01 2010 05:26 aeoliant wrote: I like the ultralisk thing. I was trying to achieve the same block with force fields but I couldn't get them to last. The best part is that choke is unpassable until late game and you can still fit a base in there as opposed to destructible rocks need a 3x3 choke T think. Also it does add game mechanics. If you have equal armies, the one who takes the shortcut will be weakened and probably lose the upcoming battle. Or if you go around the other guy will have more time to build more units and he'll have the xelnaga scout. I think it'd totally be badass to have forcefields flickering on and off - a big wall of like 7 or 8 appearing and staying there every ~10 seconds (staying there for a full 2 seconds maybe). Would screw up retreating options, give a good place to hold ground, screw up mass armies moving through that way. If they did a map like Plasma they could do a map like that^^ (in terms of balance, not feasibility haha). | ||
XBLancer
United States19 Posts
http://en.wikipedia.org/wiki/Tarrasque_(Dungeons_&_Dragons) Torrasque: Starcraft Hero Ultralisk unit that occasionally haunts my nightmares. http://starcraft.wikia.com/wiki/Torrasque Awesome map though, although wouldn't Terran have a huge advantage economically since they can use MULES? | ||
GenesisX
Canada4267 Posts
![]() 2nd path leading into the main may be a problem, consider moving rocks onto the ramp. Air distance is EXTREMELY CLOSE. Other than that, it looks really good ![]() | ||
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