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[Map] (4) Enigma by prodiG - Page 2

Forum Index > SC2 Maps & Custom Games
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Ohdamn
Profile Joined June 2010
Germany765 Posts
September 09 2010 15:51 GMT
#21
wow looks absolutely sweet!
absolutely one of the best (if not THE best?!) of your maps so far!

would love to see it on the EU server as soon as possible :X
"If you can chill....chill!"
setzer
Profile Joined March 2010
United States3284 Posts
September 09 2010 16:21 GMT
#22
This map is seriously wicked. Very BW esque, which is what I love. Continue up the hard work and I hope (if) Blizzard incorporates user made maps into the ladder they take a hard look at yours.
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2010-09-09 16:25:20
September 09 2010 16:22 GMT
#23
I'm a bit skeptical when it comes to the rotational symmetry. One would assume that if two players spawn next to each other, the player on the clockwise side has an advantage for a number of reasons.

First, they have much quicker and more practical access to their opponents destructible rocks, and air units can move straight into their opponents main uncontested. By contrast, for the anti-clockwise player, in order to harass the opponents destructible entrance their units must travel a lot further, and if they make air units, they either have to fly straight over the players natural or take a much longer route to the opponents main.

I'm also unsure about the middle. Because it's so tight around the gold expo, players at cross-positions are almost forced to use the outside paths to efficiently move about the map. To me the entire middle section seems to just get in the way more than it should.

And yeah, I think having a 12-patch, 4 gas expo is a bit retarded regardless of where it's located, given how easily Terran can protect their expansions in comparison to the other races. In other words, planetary fortress a bit imbalanced here, no?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
tofucake
Profile Blog Joined October 2009
Hyrule19031 Posts
September 09 2010 17:26 GMT
#24
If you want to see a couple VODs of some early testing of Enigma, check out my ustream. You'll be able to see the pathing issue with the hi yields and how some TvP plays out. You also get to see me kick prodiG's ass. Do note that these are pre-texturing, so it's pretty bland. I also say "so here we go" a bunch before I jump in Mumble.

http://www.ustream.tv/channel/tofutv
Specifically: http://www.ustream.tv/recorded/9404098 and http://www.ustream.tv/recorded/9404799
Liquipediaasante sana squash banana
andeh
Profile Blog Joined August 2009
United States904 Posts
September 09 2010 18:03 GMT
#25
This and all your maps look sweet. Hopefully some tournament starts using them :D
Nivoh
Profile Blog Joined March 2010
Norway259 Posts
September 09 2010 19:12 GMT
#26
Greaaaat map!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-09-09 19:58:16
September 09 2010 19:29 GMT
#27
On September 10 2010 02:26 tofucake wrote:
If you want to see a couple VODs of some early testing of Enigma, check out my ustream. You'll be able to see the pathing issue with the hi yields and how some TvP plays out. You also get to see me kick prodiG's ass. Do note that these are pre-texturing, so it's pretty bland. I also say "so here we go" a bunch before I jump in Mumble.

http://www.ustream.tv/channel/tofutv
Specifically: http://www.ustream.tv/recorded/9404098 and http://www.ustream.tv/recorded/9404799

GOD DAMN BC RUSH SO STACKED

here i am thinking "oh yeah, i'll just chrono some stalkers and get pylon blocked a hundred times and i'll be okay"

t.t


Thanks for the feedback everyone

On September 09 2010 18:52 danson wrote:
which set of five? links plox?

http://www.teamliquid.net/blogs/viewblog.php?id=149229 Sketches are there~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
tofucake
Profile Blog Joined October 2009
Hyrule19031 Posts
September 09 2010 20:52 GMT
#28
On September 10 2010 01:22 funcmode wrote:
I'm a bit skeptical when it comes to the rotational symmetry. One would assume that if two players spawn next to each other, the player on the clockwise side has an advantage for a number of reasons.

First, they have much quicker and more practical access to their opponents destructible rocks, and air units can move straight into their opponents main uncontested. By contrast, for the anti-clockwise player, in order to harass the opponents destructible entrance their units must travel a lot further, and if they make air units, they either have to fly straight over the players natural or take a much longer route to the opponents main.

I'm also unsure about the middle. Because it's so tight around the gold expo, players at cross-positions are almost forced to use the outside paths to efficiently move about the map. To me the entire middle section seems to just get in the way more than it should.

And yeah, I think having a 12-patch, 4 gas expo is a bit retarded regardless of where it's located, given how easily Terran can protect their expansions in comparison to the other races. In other words, planetary fortress a bit imbalanced here, no?

Honestly, we never got that far into the game (because prodiG sucks ) to test that out, but...build 1 air unit?
Liquipediaasante sana squash banana
Acritter
Profile Joined August 2010
Syria7637 Posts
September 09 2010 21:04 GMT
#29
I love the windmill pattern. It allows a player to expand away from the opponent no matter the positions, unlike Metalopolis.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Antares777
Profile Joined June 2010
United States1971 Posts
September 09 2010 21:29 GMT
#30
I was wondering when you were going to make your next map, it's like you vanished for a week from the forums or something.

I <3 this map.

I like the positions of the thirds, very creative thinking putting them there, in front of the naturals. IMHO if you are going to have each base have fourths as well, a high-yield center is not needed at all. 16 bases is plenty, if not already too many.
funcmode
Profile Joined June 2010
Australia720 Posts
September 09 2010 23:57 GMT
#31
On September 10 2010 05:52 tofucake wrote:
Show nested quote +
On September 10 2010 01:22 funcmode wrote:
I'm a bit skeptical when it comes to the rotational symmetry. One would assume that if two players spawn next to each other, the player on the clockwise side has an advantage for a number of reasons.

First, they have much quicker and more practical access to their opponents destructible rocks, and air units can move straight into their opponents main uncontested. By contrast, for the anti-clockwise player, in order to harass the opponents destructible entrance their units must travel a lot further, and if they make air units, they either have to fly straight over the players natural or take a much longer route to the opponents main.

I'm also unsure about the middle. Because it's so tight around the gold expo, players at cross-positions are almost forced to use the outside paths to efficiently move about the map. To me the entire middle section seems to just get in the way more than it should.

And yeah, I think having a 12-patch, 4 gas expo is a bit retarded regardless of where it's located, given how easily Terran can protect their expansions in comparison to the other races. In other words, planetary fortress a bit imbalanced here, no?

Honestly, we never got that far into the game (because prodiG sucks ) to test that out, but...build 1 air unit?


I call your 1 air unit, and I raise you... two missile turrets.

Seriously though, I've seen countless games where attacking and failing to destroy a planetary fortress turns out to be the turning point in a game (and that's just a normal mineral base). I'm not saying planetary fortresses are impossible to destroy, or even necessarily overpowered - however, Terran without a doubt are the strongest race when it comes to defending a single expansion, so making a map with a single super-powerful expansion could well be quite imbalanced for this very reason. Especially given the relatively tight entrances to the expo and the fact that the base would be surrounded on all sides by mineral patches and geysers making attacking it harder in the first place. I think it would be wise to revise the design.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
BoomStevo
Profile Joined August 2010
United States332 Posts
September 10 2010 00:05 GMT
#32
Moving the triangle pieces from the center cliffs may relieve some of the tightness in the center. Constricting the center really seems to be their only purpose anyway.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 10 2010 00:21 GMT
#33
On September 10 2010 06:29 Antares777 wrote:
I was wondering when you were going to make your next map, it's like you vanished for a week from the forums or something.

I <3 this map.

I like the positions of the thirds, very creative thinking putting them there, in front of the naturals. IMHO if you are going to have each base have fourths as well, a high-yield center is not needed at all. 16 bases is plenty, if not already too many.

I took a break from mapmaking to play races that weren't Terran so I could improve my design and mapmaking skill.

As far as the center is concerned, I'm going to leave it until I see some high-level play really abusing it. I may consider dropping it from 750 minerals/patch to 500, but we'll see.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
No0n
Profile Joined March 2010
United States355 Posts
September 10 2010 02:07 GMT
#34
It looks a bit like zodiac, with the 3rd positioned there. Zodiac's center was open though....
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
Antares777
Profile Joined June 2010
United States1971 Posts
September 10 2010 02:24 GMT
#35
On September 10 2010 01:21 setzer wrote:
This map is seriously wicked. Very BW esque, which is what I love. Continue up the hard work and I hope (if) Blizzard incorporates user made maps into the ladder they take a hard look at yours.


I hope they do too :D
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 10 2010 04:44 GMT
#36
wooow - I love this Map!

I want it in the ladder-mappool NOW!

maybe make the entrance to the main a little smaller?... For Z, It's really not as safe as the one on, let's say LT (if it wasn't for the cliff), cuz it's kinda hard to def with spine crawlers...
https://soundcloud.com/thesamplethief
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 10 2010 05:54 GMT
#37
On September 10 2010 13:44 kickinhead wrote:
wooow - I love this Map!

I want it in the ladder-mappool NOW!

maybe make the entrance to the main a little smaller?... For Z, It's really not as safe as the one on, let's say LT (if it wasn't for the cliff), cuz it's kinda hard to def with spine crawlers...

the ramp is the same size as the blizz maps o_o

it looks bigger because that cliff's ramp has a large bezel on the sides ^^
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
September 10 2010 06:17 GMT
#38
Macromanagement focused map? Hell yes, will give it a try! This looks pretty sweet.
. . . nevermore
Merikh
Profile Blog Joined June 2010
United States918 Posts
September 10 2010 07:21 GMT
#39
This map is dope!
G4MR | I mod day9, djwheat and GLHF's stream
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
September 10 2010 07:44 GMT
#40
Once again prodiG , another sexy map. GJ
AKA: TelecoM[WHITE] Protoss fighting
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