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[D]/[P] Arid Wastes as a 1v1 map! - Page 2

Forum Index > SC2 Maps & Custom Games
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Yoshi Kirishima
Profile Blog Joined July 2009
United States10327 Posts
December 17 2010 02:17 GMT
#21
Ahh, good suggestion for the rocks. Duh that would be necessary :D And if not, it can't hurt much.

However for removing the backdoor rocks... it would make it harder to defend if you expand left and right because there's no rocks there, but then it would discourage the ability of being able to expand up and down because those rocks won't be there to protect the third (top left and bottom right). (If you look carefully there's 2 routes to which you can push/expand). If both sides expand left and right, it would just be a big split, and I don't think that would be such a good thing. I think there needs to be a little something so that expanding left and right so obvious. Perhaps remove a mineral/gas or two like I suggested earlier from the top and bottom old naturals and top and bottom old mains?

Also which ramps are you talking about, the ramps that lead down to old naturals, or the ramp with the backdoor rocks on them?

Actually I think I just solved the problem. Instead of removing some resources, if I make the 12 and 6 main's middle leveled like their naturals instead of high, and widen the backdoor entrance (and remove the rocks there), then all should be good :D (expanding top and down wouldn't be so disadvantage as the moving to the 4th AKA 12 main and 6 main wouldn't be an uphill battle, while expanding left and right will be harder to defend!)

1 last thing. Should the brush be removed from the 12 and 6 main at the backdoor? or moved, like a straight line exactly in the middle of the chokepoint (previously a ramp)? I'm not quite sure if the brush will benefit the attacker more or not (i don't think it will).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
December 17 2010 02:37 GMT
#22
On December 17 2010 10:18 Antares777 wrote:
For a 1v1 version, I'd change the following:

-Add DRs to the high yield expansions
-Remove the DRs at the backdoors of the 6 and 12 expansions, and maybe increase the size of both of the ramps that lead to those bases


At first I thought this was a terrible idea, then I thought about it a little bit more, and this is actually a great idea because it almost is ready for 1v1 gameplay. I hope to see this up by tomorrow!


yeah i was going through another thread looking at all the maps and it was basically a 'what would the maps be like as 1v1 maps?' thread, this map by default is obviously pretty horrible, some maps having DR's and others not, but then i realized that if you take away those spawns it looks as if it was almost designed for 1v1 play in the first place.

I like the idea of getting rid of the DR's at the backdoors to 6 and 12 and adding them to the gold too, makes taking that 'easy' fourth that little bit harder since there are more chokes to defend, and makes things like small crackling/dt/MM attacks much more viable against that otherwise 'too easy to defend' fourth.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Yoshi Kirishima
Profile Blog Joined July 2009
United States10327 Posts
December 17 2010 02:48 GMT
#23
Hm what do you think about the brush at the old backdoors ?

and yea removing those DRs will, like I said earlier, increase the decision making for this map, as it is "easy" to expand horizontally but by doing so, you will be closer to your opponent, while expanding vertically will also eventually lead to your opponent but not as soon.

Or of course you could expand both ways, like at the bottom left spawn you can take your third horizontally at the old natural, and then take a secret/aggressive expo at the top left...

Ahh, good suggestion for the rocks. Duh that would be necessary :D And if not, it can't hurt much.


To clarify for others reading this thread, I meant, "that would be necessary, but even if they're not necessary, it can't hurt much" *** xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Almania
Profile Joined September 2010
145 Posts
December 17 2010 03:44 GMT
#24
I personally hate this map in 2v2 as you more or less need to do tier 1 rushes else you'll lose to them.. but 1v1 it looks brilliant!

I'd like to see Blistering Sands swapped out for it immediately.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 17 2010 04:17 GMT
#25
Personally I'd rather see a small overhaul rather than this exact map be used. My first custom map was sort of inspired by this map, but it's not very good (what can you expect, it was my first try?)

+ Show Spoiler [(2) Impervious] +

[image loading]


I think a well-done Arid Wastes inspired map could be quite exciting (A bit smaller, no 2v2 bases aka no super ez third and 4th)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Impervious
Profile Blog Joined March 2009
Canada4199 Posts
December 17 2010 04:45 GMT
#26
Seriously, I think it looks like a fucking brilliant 1v1 map. It looks like it should play out much better than any of the current 1v1 ladder maps, yet it's not too big (compared to many of the non ladder maps, like most of the ICCUP maps, which I feel are just too big).
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
December 17 2010 05:06 GMT
#27
Reminds me a little bit of Xel' Naga Caverns, but different of course.
gg wp
thekibk
Profile Joined April 2010
United States116 Posts
December 17 2010 05:08 GMT
#28
I think the map pool need some big ass maps (like garden of the gods).

At first glance, this reminded me greatly of Blistering Sands (except not shit), because of the center of the map which is very similar, and the relatively close 3rd and 4th. and even a 5th for awesome games (not achievable on blistering sands).

I really like the backdoor in the natural. Lowers the power of tanks and turtling players. My only worry is that terrans with good tank placement could secure 4 bases with ease (and than placing a planetary fortress at the natural and 4th to protect from the back rocks while while the army runs to defend).

Idk, awesome idea. kinda skeptical at first, accidentally voted no, forgot the steppes of war was still in the map pool. x.x
Corn is no place for a mighty warrior!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10327 Posts
December 17 2010 05:23 GMT
#29
lol

ill try to get something out tomorrow may be you guys can give feedback and we can make it as beastly as possible

so here are the changes i'm thinking of (and I've thought this over for like an hour already xD)

Rocks at High Yields
Rocks at the horizontal thirds (the old naturals)
The elevation at the old mains and old naturals will now be lowered one
Old mains' backdoor rocks will be removed
Old brush at the old mains... ??? Will probably leave them there for now
Elevation at the golds might be lowered one or the old main's plateaus will be slightly smaller so that you can't blink from gold to main or main to gold (probably the latter)
And possible some ramps widened/narrowed or change direction slightly


Changes are to make three potential thirds, with more "equal priority"
-Vertical expansions (for bottom left player, the top left base)
-Old naturals (which will be lowered to make defending harder)
-Old Mains (which have an advantage over the old naturals because the old naturals will have rocks on them)
Removal of old backdoor rocks to make horizontal expanding harder to defend
-Makes vertical expanding more viable as an aggressive expanding direction

Sound ok for now? (the more I think about this the more I want to play haha)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Impervious
Profile Blog Joined March 2009
Canada4199 Posts
December 17 2010 06:14 GMT
#30
I vote for leaving it unchanged (except make the spawns in the corners), and seeing how that plays out first.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
December 17 2010 08:08 GMT
#31
On December 17 2010 14:23 Yoshi Kirishima wrote:
lol

ill try to get something out tomorrow may be you guys can give feedback and we can make it as beastly as possible

so here are the changes i'm thinking of (and I've thought this over for like an hour already xD)

Rocks at High Yields
Rocks at the horizontal thirds (the old naturals)
The elevation at the old mains and old naturals will now be lowered one
Old mains' backdoor rocks will be removed
Old brush at the old mains... ??? Will probably leave them there for now
Elevation at the golds might be lowered one or the old main's plateaus will be slightly smaller so that you can't blink from gold to main or main to gold (probably the latter)
And possible some ramps widened/narrowed or change direction slightly


Changes are to make three potential thirds, with more "equal priority"
-Vertical expansions (for bottom left player, the top left base)
-Old naturals (which will be lowered to make defending harder)
-Old Mains (which have an advantage over the old naturals because the old naturals will have rocks on them)
Removal of old backdoor rocks to make horizontal expanding harder to defend
-Makes vertical expanding more viable as an aggressive expanding direction

Sound ok for now? (the more I think about this the more I want to play haha)


Whilst i love the idea of changes, something tells me blizzard is kind of lazy when it comes to maps, i mean, their solution to getting rid of DO and kulas was to put in two maps there were alrdy in the map pool, one of which was clearly originally designed as a 2v2 map.

I think if there's ANY chance of this making the blizzard 1v1 ladder, it will be the default version as we see now, only removing spawn spots like they did on shakuras.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
December 17 2010 08:18 GMT
#32
Alright for everone that voted 'yes' to the poll and has any interest in the map being added over one of the current maps in the pool, show your support by posting here ( http://us.battle.net/sc2/en/forum/topic/1567927301#1 ) and not letting the thread get buried! Hopefully someone at blizz reads and takes us seriously
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Cyanocyst
Profile Joined October 2010
2222 Posts
December 17 2010 08:24 GMT
#33
On December 17 2010 10:18 Antares777 wrote:
For a 1v1 version, I'd change the following:

-Add DRs to the high yield expansions
-Remove the DRs at the backdoors of the 6 and 12 expansions, and maybe increase the size of both of the ramps that lead to those bases




What you want to add Rocks to High yield expansions? They already look insanely hard to hold even for Terran.

I mean say someone did successfully lock down a High yield, to the point where its not worth attacking. Its not in a position where it protects your main and natural. So it really exposes you to counter attacks.

|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
December 17 2010 10:01 GMT
#34
uuuh nice thoughts! i approve. would be nice to have this one.
@nowSimon
Yoshi Kirishima
Profile Blog Joined July 2009
United States10327 Posts
December 17 2010 22:11 GMT
#35
@Cyanocyst

Yeah I agree after rethinking, adding rocks to the gold might feel limited as a player would have to expand vertically or horizontally, while some may want to push out through the center and take one of the golds as they push

[quote][quote]Whilst i love the idea of changes, something tells me blizzard is kind of lazy when it comes to maps, i mean, their solution to getting rid of DO and kulas was to put in two maps there were alrdy in the map pool, one of which was clearly originally designed as a 2v2 map.

I think if there's ANY chance of this making the blizzard 1v1 ladder, it will be the default version as we see now, only removing spawn spots like they did on sh[/quote]akuras.[/quote

Hmm I guess so. I think I'll release two versions then, one simply with the spawn spots fixed named Arid Wastes 1v1, and a re-textured map with a few simple changes named Ragnarok Connection (for now).

They should both be up in an hour! ( unless there are problems ).

This way Blizzard will see the Arid Wastes 1v1 and consider it as a 1v1 map and possibly make their own balance changes or leave it as fit, with a higher chance of considering it as it's still the same.
And this way my friends or others can play on a reskinned map (honestly I don't like that skin too much) with the changes I supposed earlier and probably have a better experience til Arid Wastes becomes an official 1v1 map with possible changes.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Treadmill
Profile Joined July 2010
Canada2833 Posts
December 17 2010 23:22 GMT
#36
This actually looks really cool! And, to disagree with an earlier post - NO destructible rocks at the golds. Expanding is good.

You would definitely have to make sure it would be bot left versus top right - if it was set up like Shakuras with the other two mains being possible, there would be some serious positional imbalances. I know this was mentioned in the OP but its really important to remember.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10327 Posts
December 18 2010 00:44 GMT
#37
Ok so I've finally uploaded both versions.

When I was doing the changed version, I realized that I couldn't make the horizontal third (old naturals) lower than the center's elevation, as it was already as low as possible so i just kept it equal...

eh it turned out being quite a hassle simply changing elevations

Ok so Arid Wastes 1v1 is now named Barren Wasteland

Sorry for the name change, I was encountering problems and this was the only name I could get. Some reason I couldn't upload it as Arid Wastes 1v1, nor anything similar. Then I got Barren Wasteland to work, but then I tried to upload a newer version and it didn't let me

(the published name "????" is not available <???? zhCN>"

I realized then that zhCN meant I must have some Chinese program on or something disrupting the font... which is quite weird, since I'm quite sure there is no chinese writing software installed (and the window's software thing is off). Otherwise, I can't think of what the zhCN means.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
December 19 2010 02:12 GMT
#38
I think a little bit of adjustment would help the map, but it would look amazing as 1v1 still.

+ Show Spoiler +

light blue - ramp
red - remove ramp and rocks
[image loading]

There is no one like you in the universe.
PointyBagels
Profile Joined September 2010
United States90 Posts
December 19 2010 02:27 GMT
#39
I have to say it is a good map, but it looks like it might be a little zerg favored at the moment, since you basically have 4 rather easy bases, and it looks rather open as well, for flanking.
Antares777
Profile Joined June 2010
United States1971 Posts
December 19 2010 04:53 GMT
#40
On December 19 2010 11:12 Blisse wrote:
I think a little bit of adjustment would help the map, but it would look amazing as 1v1 still.

+ Show Spoiler +

light blue - ramp
red - remove ramp and rocks
[image loading]



The backdoors to the naturals with the DRs are fine to have in game in my opinion.
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