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[M] (4) Axis of Industry - Page 3

Forum Index > SC2 Maps & Custom Games
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TeacHMeToWiN
Profile Joined October 2010
United States9 Posts
Last Edited: 2010-10-27 05:05:30
October 25 2010 21:52 GMT
#41
On October 26 2010 04:11 dimfish wrote:
I think this map has rush potential because, even though the rush distance is somewhat far, if you get to the space in between the teammate bases its easy to keep them cut apart. Other 2's maps generally have the team ramps very close together. Do you think this is true?


Nope, the two's maps you speak of (those that share a base) I have thumbed down for a reason. They are terrible maps and if you look at the majority of teams, its pretty clear that they have those maps thumbs down too.

The worst 2s maps in the blizzard pool.
Discord IV
Twilight Fort
War Zone

The Exception to this for me is High Orbit, because of all the entrances into the base... this prevents 100% guaranteed macro-fest game.

I hope that your map will be enjoyable, I have yet to be able to find a competitive team to play on it. At the moment I am just theory-crafting which is no means as good as testing it out.

On October 26 2010 04:11 dimfish wrote:
I think you agree with me that this map has macro potential, and from your comments you think that it is too easy macro hard, because of the gold base. I'll come back to that point in just a second.

Also, I VERY VERY MUCH agree that map control should give you a big advantage! Every map I make has this in mind. On Axis of Industry I put the signature 3-gas expansions in the middle because I think if you get map control you should take the 3-gas base next to your main. With 3-gas you can upgrade a lot or get higher tech faster than with a normal expo.

So what do you do against a team that tries to turtle up with their mains, nats and the gold? I think drop play is really strong on this map, but I haven't gotten a replay or VOD of high level players trying it yet. I meant for the edge of the main to be attackable from the low ground (but obviously not the main building!) so a turtle has to have defenses at the really big choke AND in their main, where on Lost Temple ground armies cannot attack nearly as much of the main from the low ground. Also, if you notice there is a bunch of unpathable high ground all around the natural and the gold base--drops can fly in right over these bases and attack! If you deny the turtle air sight then you can literally fly up really close before they can spot it.

I think players trying to turtle up can be punished with probing attacks at the main choke, attacks on the main from low ground and drops coming at the back bases--if they have enough stuff to defend everywhere then theyre not really macroing up. The perimeter is really long, so find a hole and punish.

Do you agree? If not, drop some knowledge on me!


2s Drop play is rarely seen, in my last 100 games I don't think I've seen a heavy drop game more then once or twice. Its just not as effective in 2s. To much tech to do early, you would leave yourself open once again to a timing push and gg... you just lost with a cool medivac to fly you around in!

Your comparison to temple is flawed. Each player is responsible for defending a choke. Common chokes is where the problem is.

On temple if you turtle... We get map control, we deny expansions by using cliffs etc. Moving both our armies as one... we expand, we get more resources/units and we win. Your armies are split and you pay a huge price for turtling.

On a map like this.

Player 1 makes cannons
Player 2 makes a few zlings and powers 3 hatch.

If you can't crack it... GG, Protoss then techs and zerg is just to big by the time you can land drops etc...

Just not my cup of tea~ I had a counter to this.
Build a barracks on 9
Build a 2nd Barracks on 11
At the same time drop a Depo
Get an Orbital CC
Then pump marines and hit w/ early banelings.

GG people who attempt to turtle.

Blizzard took this option away from me.


On October 26 2010 04:11 dimfish wrote:
I'll be honest, I'm not going to make these changes. For sure I won't make it any bigger or flip the ramps because it will become almost a different map at that point. I think I see what you're going for by switching the center expos to gold, but I hesitate on this one too. To do this I think the current gold should become blue and no rocks and the center expos become gold. It's a possibility, but I think the expos are good as is, because the rocks take time to destroy so that's one more incentive to get in the center earlier.


Thank you for the honesty maybe you can make a different map to incorporate these ideas! =P


On October 26 2010 04:11 dimfish wrote:
Do you agree that the valuable expansions are enough of an advantage for gaining map control, and that this map rewards good players by not having watch towers that make it a no-brainer where to concentrate your army? If not, I'd really like to hear your thoughts!


Your logic is that gas is important? You are right it is important, however in 2s its a non factor. If I really need more gas I would drop another expand and just use it for more gas. If I control middle I can do this already. The Bonus of a 3rd gas is so painful I'm really at a loss for words on this one.

Reason this is true for competitive 2s not 1s is that the majority of your army is going be tier 1 and tier 1 doesn't require gas or minimal gas.

If you watch most high level 2s games, people don't even take both gas early. If they do, they will surely leave them self wide open to a double timing push. Since you can scout and see double gas, you know something is up.

Your map give no reason to control anything other then your common choke outside your base.

Just wait until you want to push and push.

That is my problem with it.

Your map needs to be like an Oreo cookie... good filling in the middle!!
Perfect Play~
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 25 2010 22:06 GMT
#42
Okay, amigo--I'm looking forward to your post with details!
ricky88
Profile Joined May 2010
Malaysia109 Posts
Last Edited: 2010-10-27 04:40:06
October 27 2010 04:39 GMT
#43
dimfish has updated the VISTA Axis of Industry R map to discourage tank siege from 3rd expansion as highlighted by TeachMeToWin, which is available in the US and SEA server
StarCraft 2 FTW
TeacHMeToWiN
Profile Joined October 2010
United States9 Posts
October 27 2010 05:05 GMT
#44
Updated my previous post! (Sorry for the delay)
Perfect Play~
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 28 2010 05:57 GMT
#45
Mr. TM2W,

I accept your view that 3-gas expo is not as strong an incentive in 2v2 as it is in 1v1, on the basis that high level 2v2 play stays at the lower tiers longer. And that drop play is rare for the same low-tech reason.

But let me show you something about the "shared choke" of Axis of Industry--it's much bigger than many people think. What I did was run the maps you think are the best in the 2v2 ladder pool through the map analyzer and then I used the GIMP (open source PhotoShop, basically) with its measurement tool to figure out how wide the chokes are for different maps, in terms of map cells (a barracks is 3x3 in map cells).

With me so far? Let's see how large the chokes of different maps are:


Scorched Haven
You said Scorched Haven was pretty good, but you wished the shared choke was a little wider.

+ Show Spoiler [Scorched Haven] +
[image loading]


As you can see, the shared choke is 16 map cells wide. You can count for yourself because this choke is vertical so its easy. For the diagonal chokes on other maps the GIMP's measurement tool figures it out, you just drag from one point to another in an image and it measures. Anyway, let's give Scorched Haven a 2v2 shared choke rating of a "B."


Tarsonis Assault
Next up, the one you listed first, and I'll spoil it, it probably has the hugest shared choke of 2v2.

+ Show Spoiler [Tarsonis Assault] +
[image loading]


So if you try to defend just past your ramps the choke is a whopping 33.5 map cells wide, and if you tried to defend at the forward ramp, which is an awkward position but let's pretend you went for it, it's still 17.5 map cells wide, so wider than Scorched Haven. Let's say this map gets a stellar A+ for shared choke.

Now let's look at maps that fall somewhere in between.


Monlyth Ridge

This map has a choke 29 map cells from ramp to ramp (outer edges) but also there is just a big open field out there for enemy armies to mass up and smash into your defenses.

+ Show Spoiler [Monlyth Ridge] +
[image loading]


This map's choke is wide and the enemy has plenty of room to move on you. Let's give it an A (On Tarsonis assault the forward ramp coming down into the shared choke is so clever, it gets the A+).


Lost Temple

Lost Temple is harder to turtle on. If you and your teammate try to turtle at your naturals, the chokes are only 9 map cells across, but you're disconnected, as you are if you both wall-in at your main ramps on any map.

+ Show Spoiler [Lost Temple] +
[image loading]


If you tried to link up and defend across the center then its 16 or so map cells on either side, so a perimeter 32 map cells long. I think this map is at least a B and probably B+/A- in terms of being difficult for a 2v2 team to just turtle themselves in with the gold expo, and being linked to another so they can't be divided by ground forces.


Now let's look at my map. Here's a quick pic of the actual map for reference:

+ Show Spoiler [Axis of Industry, in-game] +
[image loading]


Notice in particular those LoS blockers that poke out into the shared choke, and recall LoS blockers are unbuildable so you cannot completely wall off through them. So how wide are those areas?

+ Show Spoiler [Axis of Industry] +
[image loading]


If you defend back at your natural the situation is like Lost Temple--the choke is only about 9 cells wide but you are divided from your teammate, and much less safe. If you try to defend next to the chasm in between your bases, the chokes are 13.5 map cells on either side. That's 27 total, which is close to Monlyth Ridge and about the average between the tighter and wider chokes shown on Tarsonis Assault. If you tried to set up a little further across the space very near the center its a long 29.5 map cells.

So, what do you think? Is Axis of Industry as wide in the shared chokes as the good 2v2 ladder maps?


Closing Comments

Axis of Industry was designed with 1v1 in mind first, but I think it is still very good for 2v2. Your comments have been really enlightening, though, and I may do a 2v2 specific map soon, like you said, with the fundamental differences in mind.

Can you point me to high-level 2v2 replays or VODs? I watch a lot of 1v1 events but don't really know what awesome 2v2 competitions are out there!
TeacHMeToWiN
Profile Joined October 2010
United States9 Posts
Last Edited: 2010-10-29 02:43:56
October 29 2010 02:41 GMT
#46
I'll try to scoop you up some of our replays vs other top teams...

I have a few saved PM me your email and I'll shoot you them over. As I said in my previous post, I have yet to field a game on this map... at a competitive level. I always test maps before I rule them out. Unless its something like Twilight Fortress then I might as well go play war2 and play friends.pud

We have some games lined up for this weekend and next on your map I will let you know how they turn out as well.
Perfect Play~
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