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[M] Wc3's Twisted Meadows - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
Backpack
Profile Blog Joined March 2010
United States1776 Posts
July 23 2010 00:25 GMT
#41
Bases look way to close for SC.
"You people need to just generally care a lot less about everything." -Zatic
.ImpacT.
Profile Blog Joined May 2010
United States390 Posts
Last Edited: 2010-07-23 00:31:07
July 23 2010 00:29 GMT
#42
Idea - make the gold an island, but put destructible rocks on it and make the current-gold expansions standard minerals (Or maybe just mineral only? I know a few times this happened in BW.)

This will fix the "free gold expo" for terran in the Early game, and fix the whole "omg free gold" for zerg as a 3rd. That way, it will force the expo to be taken far later in the game - when both races will likely have air tech available anyway.

As for the "need pressure to take the middle." argument, why not make a gold expo with 2 less mineral patches but 3 geysers (Like the double gas expos on a few BW maps IIRC). Just a thought.
McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-07-23 00:30:38
July 23 2010 00:29 GMT
#43
On July 23 2010 09:25 Backpack wrote:
Bases look way to close for SC.


The rush distances are fairly far enough, bust air distance, very very close.

Thats why I may be pulling everything away from the center a bit, put before I do,
I wanna get some testing in.

On July 23 2010 09:29 .ImpacT. wrote:
Idea - make the gold an island, but put destructible rocks on it. This will fix the "free gold expo" for terran in the Early game, and fix the whole "omg free gold" for zerg as a 3rd. That way, it will force the expo to be taken far later in the game - when both races will likely have air tech available anyway.



Lol idk why but I totally forgot about rocks when I posted that.

yeah, i'll do that. xD sounds like a great plan.
.ImpacT.
Profile Blog Joined May 2010
United States390 Posts
Last Edited: 2010-07-23 00:32:11
July 23 2010 00:31 GMT
#44
Read again, the bottom portion of that.

As for the "need pressure to take the middle." argument, why not make a gold expo with 2 less mineral patches but 3 geysers (Like the double gas expos on a few BW maps IIRC). Just a thought.


Just added that.

Also, I designed a ton of Maps in BW (Mostly UMS, but still, basic design.) PM me if you want to hit me up on MSN/AIM and I'd be more than happy to discuss this map, it looks amazing so far.
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 00:36 GMT
#45
On July 23 2010 09:31 .ImpacT. wrote:
Read again, the bottom portion of that.

Show nested quote +
As for the "need pressure to take the middle." argument, why not make a gold expo with 2 less mineral patches but 3 geysers (Like the double gas expos on a few BW maps IIRC). Just a thought.


Just added that.

Also, I designed a ton of Maps in BW (Mostly UMS, but still, basic design.) PM me if you want to hit me up on MSN/AIM and I'd be more than happy to discuss this map, it looks amazing so far.



Well thank you. And I was thinking about doing that, but when I finished the terrain part I didn't have much room, but I think I can squeez one in there.

And I just bought the special edition of Sc2 off Gamestop, but next week I'll be leaving for a week up north so I will not be home for release. =/ And after the Day[9] games tonight, I'll be reformatting my comp. So I won't have much time to chat or anything, but I'll have more time towards the middle of August. =D
Risingred
Profile Joined July 2010
United States4 Posts
July 23 2010 01:41 GMT
#46
Something to consider (unless they changed it) is that certain units, like I believe the siege tank and hellions, can destroy trees.
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 01:46 GMT
#47
On July 23 2010 10:41 Risingred wrote:
Something to consider (unless they changed it) is that certain units, like I believe the siege tank and hellions, can destroy trees.


Yes, I think they roast the trees down, and tanks just wtf pwn them lol.

And what's also nest, is that creep kills the trees and bushes too. Its pretty neat.
Risingred
Profile Joined July 2010
United States4 Posts
July 23 2010 01:48 GMT
#48
On July 23 2010 10:46 McCheese wrote:
Show nested quote +
On July 23 2010 10:41 Risingred wrote:
Something to consider (unless they changed it) is that certain units, like I believe the siege tank and hellions, can destroy trees.


Yes, I think they roast the trees down, and tanks just wtf pwn them lol.

And what's also nest, is that creep kills the trees and bushes too. Its pretty neat.


Good call, that too. I don't know if that would affect the map at all in terms of balance, but it could be a plus just for burning/creeping eye candy.
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 01:51 GMT
#49
On July 23 2010 10:48 Risingred wrote:
Show nested quote +
On July 23 2010 10:46 McCheese wrote:
On July 23 2010 10:41 Risingred wrote:
Something to consider (unless they changed it) is that certain units, like I believe the siege tank and hellions, can destroy trees.


Yes, I think they roast the trees down, and tanks just wtf pwn them lol.

And what's also nest, is that creep kills the trees and bushes too. Its pretty neat.


Good call, that too. I don't know if that would affect the map at all in terms of balance, but it could be a plus just for burning/creeping eye candy.



Yeah, it makes the map play out slightly different and drastically changes the look of it.

Which I think is pretty cool. xD
dbizzle
Profile Joined May 2010
United States395 Posts
July 23 2010 01:52 GMT
#50
It would be nice to have the starting points at the corners or edges of the map, the short distances will make the games over very quickly and hardly ever be able to use all the expansion points.
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 01:55 GMT
#51
On July 23 2010 10:52 dbizzle wrote:
It would be nice to have the starting points at the corners or edges of the map, the short distances will make the games over very quickly and hardly ever be able to use all the expansion points.



It depends on how things go and how players wanna play it out and how well they can defend.

Like I said, this map has never been tested (that I know of), and therefore, needs to be.
There will be changes made, and therefore changing how the map plays out.

Only the future can tell. =]
dbizzle
Profile Joined May 2010
United States395 Posts
July 23 2010 02:01 GMT
#52
i agree that it could be different, but with the current beta maps, with most maps being relatively small. Games tend to be over in less than 12min, with the smalls maps it encourages everyone to all in and or cheese more often in that fear of 1 giant timing push. It would be nice to have bigger maps like kulas ravine (less rocks) to be able to use the map as a whole, to play the macro game and practice that. I find it very difficult to play macro when every other opponent can just all in and one of the only ways to counter that is play the mirror style. Longer distances to spawn points encourage different strategies. It's a shame that desert oasis is a 2 player map, if it was a 4 player map I think that map would be alot better
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 02:06 GMT
#53
On July 23 2010 11:01 dbizzle wrote:
i agree that it could be different, but with the current beta maps, with most maps being relatively small. Games tend to be over in less than 12min, with the smalls maps it encourages everyone to all in and or cheese more often in that fear of 1 giant timing push. It would be nice to have bigger maps like kulas ravine (less rocks) to be able to use the map as a whole, to play the macro game and practice that. I find it very difficult to play macro when every other opponent can just all in and one of the only ways to counter that is play the mirror style. Longer distances to spawn points encourage different strategies. It's a shame that desert oasis is a 2 player map, if it was a 4 player map I think that map would be alot better



Yes, I do agree with this, but, this is a 4 player map, and if you spawn cross positions, the rush distance is that much longer. Ofcourse you will not know this until you have scouted, but that does change the starts and plays people will use for the map which makes it even more interesting. And I agree with Desert Oasis, if they would have made it a 4 player, it'd be so much better.
Mios
Profile Joined April 2010
United States686 Posts
July 23 2010 04:19 GMT
#54
when i first looked at it i couldnt really see twisted meadows (played wc3 competitively forever)... but the map with the arrows and such helped. i like it, but it seems like the bases are a bit too close and there isnt much room to move an army along the rush path to other bases. maybe make the middle a bit more wide open like the wc3 TM.
no LAN and intercontinental bnet = T_T
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 05:17 GMT
#55
On July 23 2010 13:19 Mios wrote:
when i first looked at it i couldnt really see twisted meadows (played wc3 competitively forever)... but the map with the arrows and such helped. i like it, but it seems like the bases are a bit too close and there isnt much room to move an army along the rush path to other bases. maybe make the middle a bit more wide open like the wc3 TM.



Yes I may have to end up doing that, widening the center and spreading the bases out a bit. it will be a bit tricky but it will be done. I want some testing done on this version first, before I do anything crazy tho. xD
McCheese
Profile Joined July 2010
208 Posts
August 06 2010 06:52 GMT
#56
Anymore suggestions for this map? I changed the gold to the 3rd and made it an island and change the gold to regular minerals. I would like this map to be tested if someone could get me some feedback on it, that'd make my day! Thanks.
McCheese
Profile Joined July 2010
208 Posts
August 06 2010 07:15 GMT
#57
UPDATED! =] thank you for feedback.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
August 06 2010 09:46 GMT
#58
Dont even try to convert Wc3 maps to SC2. It just wont work
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
McCheese
Profile Joined July 2010
208 Posts
August 06 2010 15:27 GMT
#59
^ Lol. Thanks for the encouragement.
AmaZing
Profile Blog Joined March 2010
Nepal299 Posts
August 06 2010 16:41 GMT
#60
Hmmm... i like the 3rd as the main and having the main blocked off both ends like kulas ravine and having the gold expo there.
ಠ_ಠ
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