Gold expansions between the 6 and 9 mains, and between the 12 and 3 mains.
Mineral and gas moved on some positions in mains to account for tanks.
Xel-Naga watch towers cover the middle
Snake in middle is depressed ground. Does not affect gameplay but looks cool.
Islands have 3 gas.
High ground behind natural is completely unwalkable.
Comments Don't mind the badly drawn snake in middle. I'm a bad artist. This one took me a while to make. Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them. Second because I was too lazy to make a picture for the thread. At any rate, I think it turned out well. Oh, and tanks are gay when mapping. 13 range, wtf. Xel Naga watch towers cover most of the middle. there's a tiny blind spot between the towers but you wouldn't be able to make use of it when moving large armies.
I think the lack of tight chokes in this map contrasts sharply to the SC2 playstyle right now. It would be a nice difference to the strategies imo. The pathing and unbuildability is the same as in Brood War except that the middle is buildable. You can't reaper path through the islands or through the jagged cliffs. This means reaper distance is almost as long as regular path distance if the positions are 3 and 12 or 6 and 9. Play the map please, and if you find any bugs, tell me so I can fix. Enjoy.
i think the minerals in the island should be stacked or else the terran can just mule and free 100% protected 3rd. The whole problem with python was that a 3rd was hard to get.
Are those watchtowers near the ramps to the nw and se expos? Given the sc2 cliff mechanic, this rather defeats the purpose of the ramp - since the person below will have vision.
I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.
I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.
The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
It's to make sure the gases aren't tankable from islands....
Though in hindsight, it would've been better to move the start locations towards the nat so the gas doesn't get in the way. Figured it would affect the distances too much before, but now that I think of it....
The 2 O'clock and 8 O'clock minerals in the main need to be rotated a bit so they are similar to those in the other two mains, because the gas block the ramp. and maybe add rocks to the "islands"? But otherwise it looks very similar to the original. Nice port. =P
yea actually rocks on the islands would be a good move. Makes it really tough to grab that island cuz you're gunna wanna pull a semi decent amount of units over to kill the rocks. Or just 1 banshee would kill them in like 5 shots? xD
Yeah. Then terrain can't just float over so easily. And I think you could add LOS Blockers around the watchtowers or something in the middle with LOS Blockers possible to make it seem so open. Just tossing suggestions. =]
imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.
and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.
On August 19 2010 00:58 Rkie wrote: imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.
and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.
he most likely just converted and used the map size he was given. it gives for smaller maps than their broodwar equalents however it does follow the trends of small maps, rushdistances etc.
On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
you CAN unload scvs from a flying cc, just checked map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
you CAN unload scvs from a flying cc, just checked map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
Instead of 3 watch towers, have you considered 2 on a diagonal in the middle? That way you dont ruin the highground advantage at the corner expos while still revealing teh whole midle?\
On August 18 2010 14:08 neobowman wrote: I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.
I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.
The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.
And yes, I appreciate your comments.
The point of it is so that you need at least tier 2 to take the island. Nydus and warp prisms about ABOUT equivalent to medivacs.
On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
+1 I think gas positioning is a bit awkward. EDIT: Crap sorry so much for double posting, forgot I already commented before I saw this comment.
I just searched this map on Battle.net and the number on the left indicating the number of spawn locations said 5. I have no idea why, but that should be fixed if it has not been already.
I like the remake, but I disapprove with not putting gas at some expansions, and the triple gas expansions favor Terran as they can just lift off and go there at the start and get an early gas lead.
I agree with hadoken5. Add gas to the high yield expansions and remove the extra geyser at the island expansion. There are also ten minerals in the main bases. This is really overpowered and favors turtling. I hate ppl who turtle. Change it to eight.
I kept the gas and mineral counts as they are. First, I want incentive for players to take the island even though it's harder to hold because of the various ways to get there and the fact that you have destructibles to kill before taking it. Second, I like the mineral only bases as they are because they're already gold and don't need anything extra.
The naturals only have 7 mineral patches, compared to the normal 8. I added 1 to the main to improve 1 base play for Zerg against Terran so they aren't forced to take their natural as fast. Might not work as intended but either way, the nat and main combined only have 1 mineral patch more than normal. It's fine.
I dont really like the 2 watch towers in the middle, it might be too easy for terrans to see a flank incoming from a zerg player, I suggest either 1 tower in middle or no towers. Great map though, Im happy to play it either way.
On August 22 2010 14:09 neobowman wrote: The naturals only have 7 mineral patches, compared to the normal 8. I added 1 to the main to improve 1 base play for Zerg against Terran so they aren't forced to take their natural as fast. Might not work as intended but either way, the nat and main combined only have 1 mineral patch more than normal. It's fine.
Interesting choice I'd really like to see how this works out but do you think it diminishes the importance of a natural for zerg? I find that zergs have to struggle to gain an advantage early on and they should be rewarded for holding the natural. I'll be interesting to test how well zerg does given a 9/8 instead of a 9/7 mineral spread.
As the the overall feel of the map I like it. Can colossus was over the chokes at the naturals?
I understand this is very early initial release but I'd really like to see this map become more polished. Replacing impassible cliffs with trees and such. Other than that great job!
On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
I plan to retain the cliffs without the trees in their current form. Mostly because of nostalgia toward the old Python. I don't like changing much unless I have to, as was the case with the 9 and 3 mains, where I had to add unbuildable cliffs in areas where there weren't any in the original Python. I'll check the base sizes though.