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Version 3.0 is out!
Monitor I took your details and implemented them, and it paid off quite well. Thanks to everyone else who contributed thus far and for those who tested it! There has been some incredibly great macro games on this map, but 3.0 has yet to be tried!
More input and feedback is greatly appreciated!
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Version 3.3 is updated. Small changes were made due to many test runs done by diamond and master players.
1) The cliffs by the rock naturals were widened to allow for more mobility on them.
2) A bug was fixed in each main base where the second geyser would not work. This has been fixed.
3) The high ground in the center was extended slightly to allow for more fortified positioning. In addition, the size of the center area was reduced slightly.
4) Pathing bugs fixed around the trees in various places.
5) Referee mode was taken out, due to it randomly jumping around from player to player in the lobby (and being unable to switch to spectator as well). Therefore all watchers and observers are spectators now.
***MAP AVAILABLE FOR DOWNLOAD: SEE ORIGINAL POST***
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I played 4 games and watched about 8 on this map and it appears very balanced for all races. The battles were very exciting, 90% of the time taking place just around the Natural. The watchtowers make for a tricky obstacle when expanding to the middle. I really hope this map gets some spotlight as its creator, IronMan is very committed to making it the best possible. Looking forward to more games on this map, and maybe I'll win one!
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I've played about 20~ games on this map so far, and its been quite fun from the action POV. Lots of tiny battles and strategic play due to the maplayout. 1 thing I noticed is that both terran and zerg can get their gold base, which naturally blocks the back base allowing 4 easy expansions that can be both defended by either tanks or banelings. Once terran or zerg has enough tanks or banelings, then it becomes a downhill slope trying to break them. So other than the expansions being soo close to each other, this map has been great!
Also, I forgot to mention that its really enjoyable to look at as well
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Thanks =)
A replay of a TvZ (diamond vs master) game has been added to the original post to give you all a feel of what the map is like!
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Just wanted to give an update on the status of this map:
-Over 50 test runs played. Over 37 were Diamond and/or master matches. -No constructive feedback was given.
The map still stands as is!
Hope others can try it out =)
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Looks really good man, keep up the good work. I'll have to have a couple of matches on this sometime this weekend with some friends. I'll be sure to check out that replay too!
Thumbs up
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I love the way how you worked out the middle, the far away 4th expos, and the gold really much! I was thinking about making a map myself, with the concept of having gold near the middle, yet defendable and not neccesarily needing map control to be able to take it. And the entire design of the whole map I just love, it's gonna be hard for me to make a map with the same concepts but not to look too much like this one as this one really nails it in my opinion.
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Thanks!
I have a question for you guys out there, and for those who've been playing my map and supporting it so far... Do you think the in-base naturals (with rocks) should have a ramp connecting from the wall to the mainland to allow for better strategic harassing that is not limited to drops only? As of right now, warp-ins, blink stalkers, and drops are the only thing that can abuse the wall at the in-base natural. Adding a ramp can allow for more options.
http://i227.photobucket.com/albums/dd199/GameWorlds/belshirewalkway303.jpg
Here is why this actually might be a good idea:
If you remember on delta quadrant, there was a in-base 3rd natural blocked off by rocks with a wall to protect it. The problem with this is once people put AA around the base, the base is virtually impossible to take over unless you had some mad air units to burst through it all. Besides that, you didn't want to waste your time with it because it was so heavily defended.
If I add a ramp from the mainland to the wall on the in-base natural, this will give players a better chance to inflict some damage on a base that is safe from the beginning (it is a gauranteed personal money base that is only threatened by medivac drops and muta right now).
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Just saw ur map the first time, I think the ramp to the inbase natural is a good idea. This map really screamed FEAR THE REAPER MAN.
On side note: I just guess ur on NA server?
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lol<3
Yes I am on the NA server
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dezi
Germany1536 Posts
You really need to adulate yourself?
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On January 21 2011 08:10 dezi wrote: You really need to adulate yourself?
No. A lot of players tend to look at the map overview and conclude it with very basic things about the layout or bases. Having high level players test it many times and then comment about it only gives better feedback to the community about what kind of map this is and what stands out the most about it rather than looking at it with a naked eye.
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dezi
Germany1536 Posts
I just don't think such quotes are needed. They are fine for yourself if they give feedback on changes but people should judge on map on their own. I don't want to read how i should feel about the map.
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Ok, you're right... Edited. Just thought it might be a little useful in terms of what the focus points were.
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I can't really play too much, but I would say that the natural cliff feels a bit odd, artificially there to add drop potential. I would join that raised area across the gap to the main section of the map. That allows reapers and collossi to abuse the high ground as well as drop play and would feel a bit more like natural terrain IMO
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Map is updated in the original post. Several changes were made!
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