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[Map] 1vs1 Guardian's Grove - Page 2

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-09-02 21:51:45
September 02 2010 21:37 GMT
#21
after some testing I have to say that I do not like the layout shown a few post above. gameplay is more static and more predictable. I think it will work well for a 4-player(startingposition)map though. I will start working on it once i', happy with the 1vs1 version.

upcoming changes of 1vs1 guardian grove (version as published on battlenet, picture at beginning of thread) will include:

    * bigger Main and Gold
    * no more backdoor into Main
    * more space everywhere, especially around all minerals, some changes in layout
    * less trees, fixed collsions
    * X'N ramp turned 45° (facing north/south)
    * Main ramp turned 45° (like picture above but wider)
    * bigger chokes to Main, Gold, X'N, dropzone at Nat
    * ramp to central area much wider, turned 45° (facing Nat) for quicker access to Nat/Main
    * architectural structure close to ramp (towards 3rd) to prevent mass siegetank spam
    * architectural structure close to 3rd for drop harassment
    * better texturing


thanks for your input and interest! it gets me going back at the map and rethink stuff.

[edit]
another thing i am playing around with: destructable stones halfway blocking the main's ramp.they work like a normal wall off but unlike supply or rax they cannot be repaired by scv. once they are gone the Main's ramp is bigger than the usual ramps. what do you think? (you read it here first)
Samro225am
Profile Joined August 2010
Germany982 Posts
September 15 2010 12:04 GMT
#22
I updated the first post. version 1.2 online on battlenet EU
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 15 2010 12:29 GMT
#23
Gief pictures, faster faster faster, please ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-09-15 12:58:09
September 15 2010 12:34 GMT
#24
[image loading]

first post updated with images!
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2010-09-15 13:46:58
September 15 2010 13:18 GMT
#25
I need to check distances, but off the top of my head, I think the rocks at the main are a little more advantageous for Terran/Protoss. Is there somewhere I can grab this map to check my theory? Its a great off-the-cuff idea, but there are some tactics I want to try out.
Aina
Profile Joined April 2010
Sweden3 Posts
September 15 2010 15:48 GMT
#26
cool map, tried it out and noticed that the left geyser in the bottom main is to far away, prolly same thing with a few other geysers.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-09-15 17:07:54
September 15 2010 17:01 GMT
#27
On September 15 2010 22:18 mousepad wrote:
I need to check distances, but off the top of my head, I think the rocks at the main are a little more advantageous for Terran/Protoss. Is there somewhere I can grab this map to check my theory? Its a great off-the-cuff idea, but there are some tactics I want to try out.


the rocks should actually weaken terran as the main's ramp would not be that wide normally. destroying the rocks - probably during many waves of harassment - should therefore weaken any attempts to wall off. rocks are not repairable and as long as they exist they make walling off unattractive as you have to built around them (or at the lower end of ramp).

what is the best way to get a map on us servers without loosing authorship on upload?


On September 16 2010 00:48 Aina wrote:
cool map, tried it out and noticed that the left geyser in the bottom main is to far away, prolly same thing with a few other geysers.


I do not see any wrong placement of resources. Everything should be well balanced.
Could you elaborate on "too far away" please?
7 and 1o'clock starting location have same resources and same relative positioning.
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