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[Map] Black Rainbow - Page 2

Forum Index > SC2 Maps & Custom Games
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Roe
Profile Blog Joined June 2010
Canada6002 Posts
July 03 2010 08:01 GMT
#21
OP what would you think of putting a gold mineral field in such a way that would make it a bit easier to defend the natural and your main, but would put you in some interesting possible skirmishes. would also make the map kind of like either rush 3 base or stay one and rush the enemy
EiNiS
Profile Joined April 2010
Sweden72 Posts
July 03 2010 11:22 GMT
#22
Hey morrow, weren't you one of the top SCBW players in DH one year? saw an interview with you and HayprO, who comes from the same town as me
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 03 2010 11:33 GMT
#23
I've been staring at the 3 mains for awhile now. It appears to me that the map isn't quite "symmetrical". Looking at the main ramp of 12' to the nat ramp vs the other two appears that this positions ramp leads straight to the nats ramp while the others are behind the nat ramp. Looks to be the easiest position to grab your nat due to the ability to hold both ramps easier than the other positions.

I'm not sure if this was intended.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-03 12:04:09
July 03 2010 12:02 GMT
#24
On July 03 2010 20:33 Numy wrote:
I've been staring at the 3 mains for awhile now. It appears to me that the map isn't quite "symmetrical". Looking at the main ramp of 12' to the nat ramp vs the other two appears that this positions ramp leads straight to the nats ramp while the others are behind the nat ramp. Looks to be the easiest position to grab your nat due to the ability to hold both ramps easier than the other positions.

I'm not sure if this was intended.

definetly not intended
i will look into it and my goal is to create as much symmetry as possible but i hope you ppl can cut me some slack because 3 player map symmetry is impossible at a square map. if u take a close look at the promaps in sc1 they werent 100% symmetric neither. ill try my best tho and i will look into what u said

edit: ye i found the issue now, ill fix it later
On July 03 2010 20:22 EiNiS wrote:
Hey morrow, weren't you one of the top SCBW players in DH one year? saw an interview with you and HayprO, who comes from the same town as me

ye thats me, came second and haypro came first :d

obviously i had heard alot of feedback about the natural situation but almost nobody has given me a reason behind their statements, and those who did this have disagreed with others in the thread.
so im just gonna leave it as it is right now until i get some better reasoning to change it
Progamerpls no copy pasterino
Odies
Profile Joined July 2003
Denmark275 Posts
July 03 2010 12:19 GMT
#25
I'm just an average scrub zerg player (plat/diamond) but I'd imagine zvt to be very hard on that map, it looks fairly small, few expos and hard to defend natural forcing the z to go a low eco opening and get rolled mid/late-game.

Off topic of the map though, I believe you're going about this the wrong way. Sure, you're probably a better rts player than most of the people posting here but that doesn't necessarily translate to mapmaking. The status quo is the status quo for a reason, it's long been an essential part of the game to have an easy to defend natural. Experimentation is great, but the burden of proof is on your head. Doing something new in itself isn't universally positive, when you break traditional design values it's up to you to explain why you did it and why it's an improvement, not the other way around.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-03 12:54:04
July 03 2010 12:50 GMT
#26
On July 03 2010 21:19 Odies wrote:
I'm just an average scrub zerg player (plat/diamond) but I'd imagine zvt to be very hard on that map, it looks fairly small, few expos and hard to defend natural forcing the z to go a low eco opening and get rolled mid/late-game.

Off topic of the map though, I believe you're going about this the wrong way. Sure, you're probably a better rts player than most of the people posting here but that doesn't necessarily translate to mapmaking. The status quo is the status quo for a reason, it's long been an essential part of the game to have an easy to defend natural. Experimentation is great, but the burden of proof is on your head. Doing something new in itself isn't universally positive, when you break traditional design values it's up to you to explain why you did it and why it's an improvement, not the other way around.

breaking the tradition because its new, and new is fun and interesting and we see new plays

keeping the same for what? balance? how do u know its balanced in a new game in beta phase?

i could potentially create great gameplay at this map and if it doesnt work out i can edit it to make it easier to defend. just as ill add a 4th base if necessary

i dont wanna go the other way around to start out with a safe expo then make it harder, that takes so long time.
just like i create new bos i start out with as economical and little units as possible and as i lose i get safer and safer and once u reach the very details of a bo u go riskier and riskier again.
so i start out with a concept that i want regardless if its balanced or not then i get convinced by arguments, statistics and replays and high level player opinions to make it safer and safer just like i get convinced by losing in ladder to be more safe

skills in the game obviously translates over to making maps just as getting good at the game makes u a better commentator, i wouldnt have doubt in my level if i were u and if i wanted to i could create simple and standard maps but its hard to do so without ppl saying its a sc1 map clone because they have almost made everything possible when it comes to standard. and the tournament administrations that ive talked to want new and fresh concepts, but yet simple and easy on the eye, they dont want sc1 remakes

the blizzard maps are insanely imbalanced but most of you just assume they are more balanced than the homemade maps because blizzard created it, but from what ive learned through my years is that blizzard is very horrible at making maps
Progamerpls no copy pasterino
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2010-07-03 13:09:26
July 03 2010 13:07 GMT
#27
I think applying current game dynamics to a map isn't really the way to discuss it. Only real way to balance a map is to actually play it as the game evolves and what might be taken as absolute now might not be absolute months down the line.

You can pose theories but cannot say that one thing aspect will cause something to happen as there is too big a realm of uncertainty surrounding the game to claim this.

@Morrow - Sorry if I appeared to be nitpicking, I merely thought if it wasn't intended you would want to know about it. I don't believe perfect symmetry is needed for a map to be both dynamic and balanced at the same time.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 03 2010 13:17 GMT
#28
On July 03 2010 16:45 iEchoic wrote:
Map looks really awesome, nice work. First lava map that doesn't make my eyes cry.

Did I miss something? :D

Looks good in general, just don't like the natural (like any other Zerg^^).
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Nyx
Profile Blog Joined May 2010
Rwanda460 Posts
July 03 2010 13:19 GMT
#29
I like mixing it up, and I think this nat is cool, but it's way unfair to zerg/toss and way nice for terran, terran can 1raxfact, put single tank on that zel naga and fast expand. He covers all entrances to all of his bases (including 3rd) and has no need for air power to control vision.

I like the concept of moving naturals around, but morrow, this map doesn't do it right.
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
July 03 2010 13:19 GMT
#30
The map looks great, cant say anything on balance except that early air would be a pain in the ass when you have to move queens between main and expo, and I also think hellions would be a bit strong with 3 possible ways into your drone line, assuming you expo relatively fast.

Have you considered making the maps bigger than the maps we have been introduced to so far? If not, any particular reason? Mabye this map is a lot larger than steppes and Im fooled by the picture, but I really hope we get to see more maps with greater rush distances.

..
EiNiS
Profile Joined April 2010
Sweden72 Posts
July 03 2010 15:49 GMT
#31
I like the map btw, how to publishing with normal maps work? can you get your own map recognized by blizzard?
ps. why were you playing BW on those old computers? you said in the interview that starcraft 2 was out, that means that it must have been this year, and you sat playing on these enormous monitors
Jovian
Profile Joined June 2010
United States39 Posts
July 03 2010 17:02 GMT
#32
My feelings are that you are almost forcing Zerg to play a 1-Base style - because if they defend one base the other is wide open. that would be the largest problem that I would see...

What if you were to have a small 2 space width bridge or canal of sorts that would span between the two? That way the zerg could move troops between the 2 faster than the opponent could bounce between the ramps? IDK how this would effect the rest of the balance - or if it would even really work for Zerg as I play Protoss.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-07-03 17:36:24
July 03 2010 17:35 GMT
#33
Reminds me of Incineration Zone without the positional imbalance. Fix the naturals to make them proper naturals and you'll have yourself a pretty good map. Also the center looks really barren, need some Xel'Naga towers or a Gold center expansion, or something there to fill in the void.

Edit: Jovian, this is why Zerg has Nydus Worms.
i-bonjwa
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-07-03 19:20:14
July 03 2010 19:18 GMT
#34
On July 03 2010 12:39 kraemahz wrote:
Show nested quote +
On July 03 2010 10:17 MorroW wrote:
again i ask - for which race will it be troubling and why?


With all due respect to the previous poster, he doesn't know what he's talking about.

This is a very Zerg favored map.

Since there is no central choke to the main and natural it is impossible for protoss to 2gate FE, likely course of action will be to 1base tech so that they can gain some semblance of map control to protect their expo since there is no clean follow up to a 2gate outside of a 4gate allin. This leaves the Zerg player relatively safe to expand early and guard with speedlings.

Terran mech could potentially hold the main and expo by tanking up in the expo to protect it and the choke to the main, but they get stuck in this position and are completely vulnerable to mutalisk harassment. The openess of the map means a meching terran cannot leave his base ever because there are no chokes to control.

Edit:
Edited to add that Terran bio would be my second favorite for winning this map because of the mobility medivacs provide the Terran army. However, there is a long period of vulnerability here before you get enough medivacs where harassment would be very strong.


Haha "no disrespect but"... love that phrase.

2 gate FE? That's not even the standard strat of protoss vs Terran or Zerg really. You don't give any reason how Zerg can possibly expand easily. The ONLY way to defend is mass speedlings, and when you KNOW your opponent is going mass speedlings you're in a good situation. Toss can easily forward gateway on this map, securing the area of both ramps, and forge/cannon an easy wall. Zerg is the ONLY race that can't build static defense to protect their natural, so why in the world is it Zerg favored? It makes no sense. Also, vs a 4gate all in you NEED static defense, you can't defend a 4gate all in with pure speedling...

I really don't see mutalisk harass on this map that powerful either... but I honestly never find it that powerful so it could just be me, I find turrets insanely strong vs them until you mass them up.

Just my opinions, I think you're 100% wrong about Protoss vs Zerg, and I don't feel like you really gave any logical reasoning why you have to 4gate all-in or how Zerg can defend without static D, not to mention a 2gate in the first place would be really strong against a zerg trying to expand.

PS. MorroW please don't listen to the previous poster and add any unnecessary clutter in the middle that mapmakers seem to be fans of doing. It makes the center a more dangerous place, where flanks can be set up, etc. finally moving away from ball vs ball playstyle.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-07-03 20:13:30
July 03 2010 20:12 GMT
#35
Morrow, wait for testing before you change anything O_o.
This map looks very interesting. Can't wait to play it!!
gdroxor
Profile Blog Joined May 2010
United States639 Posts
July 03 2010 20:25 GMT
#36
I like the map concept - there are plenty of maps with 2 or 4 possible spawn locations, one with 3 gives an interesting dynamic.
Alou
Profile Blog Joined March 2010
United States3748 Posts
July 03 2010 20:28 GMT
#37
Natural seems to hard to defend. But I like the rest of the map.
Life is Good.
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
July 03 2010 22:14 GMT
#38
lol ZvP on this map must be horror, you cant defend against a timingpush with crawlers. also, the protoss can easily cut off reinforcements from the natural when attacking the main etc.

i can see this being an interesting map for ZvT though.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
CagedMind
Profile Joined February 2010
United States506 Posts
July 03 2010 23:06 GMT
#39
Even if things don't work out and most maps don't, it's still something to applaud trying to do something very different with serious effort. All maps need to do something a little different at the very least.

Move main ramp behind the nat ramp? That way you can kinda defend main ramp from natural. It feels wrong having to defend two spots at once.
your micro has been depleted
Rkie
Profile Blog Joined October 2009
United States1278 Posts
Last Edited: 2010-07-03 23:34:51
July 03 2010 23:31 GMT
#40
this map seems fine, just if you are going to create an elevated natural, have the ramp inside the main like Colosseum II, or fast expanding wont be possible at all. (i think this is the "why" that you want)
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