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Neo Enigma is a complete overhaul of it's predecessor, Enigma. My goal was to create a balanced map with the same basic concept of the original Enigma: A macro-oriented rotational symmetry 4 player map with a nearby third and 4th where either expansion would be viable depending on spawns; and I believe that is exactly what I've done.
iCCup Neo Enigma 1.0 - Click to see super high res image
![[image loading]](http://imgur.com/jFtmY.jpg)
Features -LOS Blockers surrounding the unbuildable center & Xel'Naga Tower. -Destructible rocks blocking close access to nearby expansion. -Both the 3rd and 4th can be harassed via the nearby cliff. The cliff near the gold is not buildable. -LOS Blockers outside the ramp to the natural expansion.
Specs Map Size:128x128 Expansions: 12 Blue, 4 Gold XNT: One in the center Tileset: Custom (Uses elements from Ulaan and Shakuras)
Main and Natural have 8 mineral patches, Third has 7, Gold has 5. all expansions have two Vespene Geysers
Closeup Images + Show Spoiler [Closeup Images] +Center ![[image loading]](http://imgur.com/4RNUo.jpg) Outside a natural expansion ![[image loading]](http://imgur.com/iW6b6.jpg) Behind the third ![[image loading]](http://imgur.com/89ykQ.jpg) Behind another third ![[image loading]](http://imgur.com/AtXv5.jpg) Behind another third ![[image loading]](http://imgur.com/W6PNH.jpg) Main ![[image loading]](http://imgur.com/OZFM0.jpg) Behind another third/natural ![[image loading]](http://imgur.com/u6fcH.jpg) Gold expansion ![[image loading]](http://imgur.com/0NF30.jpg) Third expansion ![[image loading]](http://imgur.com/eqz6m.jpg)
Links Dimish's case study on how Neo Enigma uses space
Neo Enigma used in ESL EU and NA map pools for April 2011
I can't believe I've finally finished this. I've probably dumped anywhere in between 30 and 40 hours over the course of the last month or so and I'm very happy to finally finish it. Internally the map went through many changes and I'd like to give special thanks to monitor and the rest of the iCCup mapmaking team, and the guys at Ever clan for helping me beta test. This map wouldn't be where it is now if it weren't for your guys' effort! Be sure to check out http://www.prodiGsc.com for all of my maps, http://www.twitter.com/prodiGsc to stay up-to-date on what I'm doing and be on the lookout for my stream! I streamed the last third or so of the work on this map and there will definitely be more to come in the future! All streaming will be done on the iCCup.TV #2 channel in the future!
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<3 enigma... hopefully we'll get to see this in the next PGW and in the next clan ep monthly as well :D
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Holy cow, looks awesome. We'll definitely be using this in our tournaments. Props to prodiG and the rest of the iCCup mapmaking team!
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Can't wait till it get's on eu so I can test it. It looks so fun, and I think I can say this on everyones behalf -thank you for the time and effort you put into this map!
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Neo Enigma is so much more SCII-ish that Enigma, which favored more macro games and not as much SCII shenanigans, which I'll admit are very fun. ^^,
Cross spawns seem as though they would be macro heavy, but idk, haven't played any games yet.
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This is the first map of you I deem not bad.
dumped anywhere in between 30 and 40 hours I guess these somewhat payed off.
The layout does have some issues, like the rotational symetry imbalance. And a probably super hard to stop slow tank push through the third if a terran spawn counter clockwise.
I think you went overboard with the aesthetics, performance wise.
cheers, madsquare.
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now this is GSL material. probably only 1 out of maybe 3 maps from iccup i would even bother sending into GSL for testing. perhaps you could get in touch with jon to see if he could reccomend it to someone?
10/10
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Beautiful map prodiG. Keep up the awesome work man - I honestly believe the ICCup team is really helping drive the community forward toward custom maps.
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the size seems to be good now, i'm gonna give this a try!
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dezi
Germany1536 Posts
I really like the rework. You did a great job there prodiG.
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this map is just beautiful
need it on europe asap
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On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:
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this game performs so bad performancewise.
concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3). looking forward to play it.
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United States10106 Posts
:o.... i love it. i also like how you have golds for the 3rd instead of regular crystals. its beautiful, keep it up prodiG!!!
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dezi
Germany1536 Posts
On January 17 2011 23:01 prodiG wrote:Show nested quote +On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^
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Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.
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SfOn January 18 2011 00:16 dezi wrote:Show nested quote +On January 17 2011 23:01 prodiG wrote:On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^ Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.
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well, part of it might be that most of the games played on it have at least 8 observers lol :p
But part of it is that it's so intense.
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I like the Xel-Naga caverns-esque placement of the gold much better than the placement in the original Enigma. It might be a bit easy to take without rocks but I suppose it only being 5 patches makes up for that.
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On January 18 2011 03:35 prodiG wrote:Sf Show nested quote +On January 18 2011 00:16 dezi wrote:On January 17 2011 23:01 prodiG wrote:On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^ Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.
How do you do pathing? I mean, I don't use doodads for it at all.
Otherwise; a really awesome map with stunning visuals!
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looks great tbh, i see no noticeable imbalances, will definitely play it . good job!
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Looks more closed up than its original =/ Both are good though
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Nice map ProdiG, can't wait to play. Are the spawns cross position only or can you spawn horizontal/vertical to your opponents?
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Wow this actually looks like a real nice and balanced map, I would LOVE to see some tournaments adopt this map!
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On January 18 2011 04:01 NullCurrent wrote:Show nested quote +On January 18 2011 03:35 prodiG wrote:Sf On January 18 2011 00:16 dezi wrote:On January 17 2011 23:01 prodiG wrote:On January 17 2011 20:41 Mereel wrote: this map is just beautiful
need it on europe asap It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D: How much doodads (effects) are there? ^^ Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks. How do you do pathing? I mean, I don't use doodads for it at all. Otherwise; a really awesome map with stunning visuals!
Ok, 2500 is not so much, it must be the effects on some of the doodads making it lag (like particle spawners). I just added over 4000 trees to the map I'm currently making and no lag!
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dezi
Germany1536 Posts
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prodiG ...... thanks alot, can i play this on EU ?
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2500 doodads?
Is there any lag?
BTW I'm on a Mac, so...
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dezi
Germany1536 Posts
Maybe the lag is produced by all those tiny fires.
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A shame you have to remove effects/doddads. The map looks so alive as it is.
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dezi
Germany1536 Posts
Ha, nice to see you working in the editor live on the stream ^^ 1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?
//has been answered on the stream
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On January 18 2011 07:45 dezi wrote: Ha, nice to see you working in the editor live on the stream ^^ 1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?
//has been answered on the stream Just to re-post here for context, the reason I don't use the movement layer is because it is straight up broken,. and I don't trust it at all. I've ran into multiple times where players have dropped units or walked up cliffs that they shouldn't have been able to, and the doodad blockers are foolproof in that regard. I also use 1x1 building blocker doodads to create a checkerboard for unbuildable terrain: This allows zerg players to still create creep tumors with ease but prevents things like pylons, turrets or proxy. I use 1x1 doodads because I can select a group and copy/paste rather than spend hours clicking the tiles with the pathing layer.
I got the map down from, 2900 doodads to 1900, 350 of which are pathing blockers. Let me know how it runs now!
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Yeah, it plays a bit smoother, still 80< fps on low for me . also i dont really like the broken edges around the map. they look slick but its hard to see where you can actually go, especially if your harassing with hellions or w/e.
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On January 18 2011 09:19 WniO wrote:Yeah, it plays a bit smoother, still 80< fps on low for me  . also i dont really like the broken edges around the map. they look slick but its hard to see where you can actually go, especially if your harassing with hellions or w/e. interesting point, ill be sure to keep this in mind (and I may change it yet)
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Just tested the map off stream, I'm getting relatively normal framerates that i think are acceptable, so I'm wondering what you guys who don't have supercomputers think? ;D
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Woha. That's a work of art right there. Loving the design, too.
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I like the center xelnaga. Watches the primary path between bases. It does however become useless when the rocks go down, then you never ever have to pass the center if it isn't cross-positions. Bad.
7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.
This map also looks awfully small besides cross-positions and looks really cramp.
On January 17 2011 23:31 Samro225am wrote: this game performs so bad performancewise.
concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3). looking forward to play it.
Is that why a lot of these maps are nothing but narrow funnels?
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On January 18 2011 13:26 Ownos wrote:I like the center xelnaga. Watches the primary path between bases. It does however become useless when the rocks go down, then you never ever have to pass the center if it isn't cross-positions. Bad. 7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions. This map also looks awfully small besides cross-positions and looks really cramp. Show nested quote +On January 17 2011 23:31 Samro225am wrote: this game performs so bad performancewise.
concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3). looking forward to play it. Is that why a lot of these maps are nothing but narrow funnels?
*Ahem*
You described exactly how the center tower is supposed to work. It sees all of one of two major possible routes of attack.
There is a reason why the third and gold have less minerals. With 8 and 6, both expansions become more valuable than their intention is. The concept is to leave a choice between taking the gold or the highground as your third expansion depending on the orientation of the spawns. If the gold had six patches, then you'd be at a relative disadvantage when your opponent can attack into the gold easier than you can attack into his (because with 6 patches at full saturation the expansion is too valuable to accomplish what I wanted here). This is not a gimmick expansion, the choice was made with precision and thought.
The map is 128x128, rush distances horizontal and vertical distances are equal to LT Cross positions; cross positions here are about five seconds longer.
Maps that are too open give Zerg too many options to flank (See: God's Garden). Maps that are too cramped give Protoss free wins with force fields (See: Crossfire). Finding balance between the two is a challenge but you can't have a wide open map and expect it to work.
Finally, I'd like to point out that this is the kind of feedback that I have no interest in reading. I will acknowledge that it is your opinion and you have every right to post it, but there are some things that I'd like to point out. The first of which is that your post seems to be almost entirely theorycraft/speculation which is fine and is how this forum generally operates, but you move on to say things like "Bad" as if I've never done this before and I had no idea what placing a tower in the center would accomplish.
If you are willing to provide to me some evidence that your claims have some weight and are legitimate issues, I am willing to consider them. Until then, I will disregard your entire post.
Moving on!
The map appears to have little to no framerate issues. I played a 26 minute game on it about an hour ago and I didn't run into any significant frame loss. I also had to remove most of the wicked awesome fire. Damn.
iCCup Neo Enigma will be tested once again in tomorrow's iCCup Map Series and pending bug feedback will be up in EU (and as many other servers as possible) shortly after! The event starts at 8pm EST, be sure to tune in!
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Is that why a lot of these maps are nothing but narrow funnels?
These maps are not narrow funnels in the slightest. If you compare them to standard Blizzard maps, they have more open spaces. The chokes that are existent are placed for specific balance, concept, and expo pattern reasons. If there is a specific map example that you could point out with distinct imbalance by "narrow funnels" please tell, we will take it into consideration.
7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.
Adding on to what prodiG said (which is right too): On Neo Enigma, expansions are very compact around the main. You can very easily secure a natural, a 3rd, and a 4th following. The current expansions have less mineral patches to balance the tightness. If expansions had main: 8 nat: 8 HY: 6 4th: 8 Then it would likely be too easy to turtle. It is standard for 3rd/5ths to have 7 minerals. The high yield is not standard, but with 6 nodes it'd be too easy to saturate in certain spawn postions. If there is any question, we will know it from top-level player feedback in tomorrow's IMS.
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On January 18 2011 14:31 monitor wrote:These maps are not narrow funnels in the slightest. If you compare them to standard Blizzard maps, they have more open spaces. The chokes that are existent are placed for specific balance, concept, and expo pattern reasons. If there is a specific map example that you could point out with distinct imbalance by "narrow funnels" please tell, we will take it into consideration. Show nested quote + 7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.
Adding on to what prodiG said (which is right too): On Neo Enigma, expansions are very compact around the main. You can very easily secure a natural, a 3rd, and a 4th following. The current expansions have less mineral patches to balance the tightness. If expansions had main: 8 nat: 8 HY: 6 4th: 8 Then it would likely be too easy to turtle. It is standard for 3rd/5ths to have 7 minerals. The high yield is not standard, but with 6 nodes it'd be too easy to saturate in certain spawn postions. If there is any question, we will know it from top-level player feedback in tomorrow's IMS.
I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.
And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.
I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.
If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.
And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?
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On January 18 2011 15:49 Ownos wrote: I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.
And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.
I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.
If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.
And the reality is everyone is theorycrafting. Who has extensive play on new maps like this? For the late game regression I cannot say much but it does seem like a legitimate concern. I'll play some more test games when I have access to SC2.
The PAIN for oversaturating when one manyards is not a legitimate concern. It is up to the player to adapt to the map. It is about as much as a pain as flash not being able to 15cc no scout every game. The onus is on the player to play correctly given the map. If you can't manyard over the correct number of probes it's your fault not the maps. Yes this is inconsistent but that is the point. Maps should have variations and one's playstyle should vary in response to the maps as well.
The games I have played on the map have been good so far. I haven't noticed the late game economic regression you've talked about but I'll keep an eye out for it.
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On January 19 2011 15:47 G_Wen wrote:Show nested quote +On January 18 2011 15:49 Ownos wrote: I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.
And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.
I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.
If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.
And the reality is everyone is theorycrafting. Who has extensive play on new maps like this? For the late game regression I cannot say much but it does seem like a legitimate concern. I'll play some more test games when I have access to SC2. The PAIN for oversaturating when one manyards is not a legitimate concern. It is up to the player to adapt to the map. It is about as much as a pain as flash not being able to 15cc no scout every game. The onus is on the player to play correctly given the map. If you can't manyard over the correct number of probes it's your fault not the maps. Yes this is inconsistent but that is the point. Maps should have variations and one's playstyle should vary in response to the maps as well. The games I have played on the map have been good so far. I haven't noticed the late game economic regression you've talked about but I'll keep an eye out for it.
I don't think you'dget any regression at all unless you've mined out every base but one or two and have more workers that you need to saturarte the last few bases. Any other scenarioseems to me like it'd be a lack of expanding from the player.
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played on this map tonight in the IMS KOTH. I must say its fucking baller. i love it. well designed. positions aren't too far or too close. i feel like its just right. map looks beautiful too. i love the towers. Keep up the good work and keep pumpin out sexy maps.
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On January 18 2011 00:54 branflakes14 wrote: Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.
i think the walls in the cetner of the map are good. they still allow flanks to be good but not completely broken.
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Hah finally some good map
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On January 18 2011 07:08 MindRush wrote: prodiG ...... thanks alot, can i play this on EU ?
i would love to play this asap :> europeans can do bug testing too
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The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
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On January 19 2011 23:24 Obscura.304 wrote: The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position. that's the idea!
Map will be up in EU later today.
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On January 19 2011 23:33 prodiG wrote:Show nested quote +On January 19 2011 23:24 Obscura.304 wrote: The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position. that's the idea! Map will be up in EU later today. So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?
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On January 19 2011 23:47 Obscura.304 wrote:Show nested quote +On January 19 2011 23:33 prodiG wrote:On January 19 2011 23:24 Obscura.304 wrote: The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position. that's the idea! Map will be up in EU later today. So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why? You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this.
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On January 19 2011 23:57 prodiG wrote:Show nested quote +On January 19 2011 23:47 Obscura.304 wrote:On January 19 2011 23:33 prodiG wrote:On January 19 2011 23:24 Obscura.304 wrote: The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position. that's the idea! Map will be up in EU later today. So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why? You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this. You really can't say something like this is balanced though, because the fact that there's 3 different races throws a wrench in it. Given spawns at 10 and 2, is the gold for the 10 o'clock player still so harassable if they're T and just drop a Planetary Fortress there? What about Protosses at 2 who aren't going air- how are they going to harass that, given that P has no really good non-air units for harassing? What about ZvP, with the Zerg at 2- since Z can't go mutas safely in that matchup for fear of the 6 gate, how do you consider that balanced?
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Gold expo's are overrated, especially considering this one only has 5 patches. Really the difference between that and the 7-patch blue expo's is minimal at most, even with mules and planetary's thrown into the equation. I don't think it's a massive cause for concern.
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Yeah I agree, the normal expo gives Terran a so much easier to defend position because of the highground and less openness. They might be able to have an OC at the normal expo but are kinda forced to have a PF at the gold, so it should be balanced.
Anyway, this map is just pure gold, I love it!
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I just hosted a game on this map and everyone loved it. My computer didn't lag at all either, and I'm on a Mac. Not a Macbook Pro, just a Macbook, and it ran smoothly.
What everyone in observer chat was saying was that they thought that Terran could get a third easily with a Planetary Fortress. That was their only concern.
Great map prodiG!
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On January 20 2011 02:02 Antares777 wrote: I just hosted a game on this map and everyone loved it. My computer didn't lag at all either, and I'm on a Mac. Not a Macbook Pro, just a Macbook, and it ran smoothly.
What everyone in observer chat was saying was that they thought that Terran could get a third easily with a Planetary Fortress. That was their only concern.
Great map prodiG! The way I see it, if any map has an easy third terran can hold it with a planetarty fortress because that's what they do. This is counteracted somewhat by the drop harass but players have to adapt their style around it if they want to take advantage.
Thanks for the feedback; D
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Dude the map didnt get affected at all by your tuning down still very pretty. how many doodads u got now? u told me u had 2230 before. I'm really curious how much u had to remove to make it work properly 
Edit: btw the gold minerals, they arent mirrored are they? i saw there was diffrence in them. Reason why u got that?
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On January 20 2011 03:53 Silv.user wrote:Dude the map didnt get affected at all by your tuning down still very pretty.  how many doodads u got now? u told me u had 2230 before. I'm really curious how much u had to remove to make it work properly  Edit: btw the gold minerals, they arent mirrored are they? i saw there was diffrence in them. Reason why u got that?
Minerals are 2x1 not 1x1 so you can't rotate them 90 degrees and expect them to fit in the same area.
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The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?
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On January 20 2011 04:07 Silv.user wrote: The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?
Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.)
Lot of nitpicking today, nice to see my map so heavily under the microscope!
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Not up on Europe yet, is it?
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On January 20 2011 04:56 prodiG wrote:Show nested quote +On January 20 2011 04:07 Silv.user wrote: The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?
Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.) Lot of nitpicking today, nice to see my map so heavily under the microscope!
Well acctually whene i was looking at your stream i noticed it, so wasnt like it was under microscope. I really do think its weird tho, correct me if im wrong but can u go thru the minerals at 2 of them but not on the 2 others?
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On January 18 2011 09:12 prodiG wrote:Show nested quote +On January 18 2011 07:45 dezi wrote: Ha, nice to see you working in the editor live on the stream ^^ 1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?
//has been answered on the stream Just to re-post here for context, the reason I don't use the movement layer is because it is straight up broken,. and I don't trust it at all. I've ran into multiple times where players have dropped units or walked up cliffs that they shouldn't have been able to, and the doodad blockers are foolproof in that regard.
That sounds really bad, if the movement layer cannot be trusted
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On January 20 2011 05:37 Silv.user wrote:Show nested quote +On January 20 2011 04:56 prodiG wrote:On January 20 2011 04:07 Silv.user wrote: The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?
Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.) Lot of nitpicking today, nice to see my map so heavily under the microscope! Well acctually whene i was looking at your stream i noticed it, so wasnt like it was under microscope. I really do think its weird tho, correct me if im wrong but can u go thru the minerals at 2 of them but not on the 2 others? You could go though the minerals at one single point on any of the golds (I did just check). You did, however, inspire me to take a closer look at the minerals and now the layout is a bit more symmetrical. Although it doesn't make a huge difference in-game, you've helped make the map a little closer to perfect than it was before. Thanks!
I've also removed some more doodads, this time some more of the weather effects. This should help to increase the framerate for players with less optimal setups.
Map will be up on EU tonight, I want to get a few more test games in on it and then fight with localization and patching my EU client.
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Just so you know, this map is still a little laggy for me. Otherwise, it's a very cool map. Maybe you could have a Neo Enigma and a Neo Enigma Lite which would just have fewer doodads and such.
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On January 20 2011 09:10 Archmage wrote: Just so you know, this map is still a little laggy for me. Otherwise, it's a very cool map. Maybe you could have a Neo Enigma and a Neo Enigma Lite which would just have fewer doodads and such. I hadn't published the latest version at the time you posted this. The version with removed weather doodads and changed LOS blockers is now up and performs significantly better than any other iteration. Give it a shot ;D
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On January 20 2011 00:39 Obscura.304 wrote:Show nested quote +On January 19 2011 23:57 prodiG wrote:On January 19 2011 23:47 Obscura.304 wrote:On January 19 2011 23:33 prodiG wrote:On January 19 2011 23:24 Obscura.304 wrote: The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position. that's the idea! Map will be up in EU later today. So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why? You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this. You really can't say something like this is balanced though, because the fact that there's 3 different races throws a wrench in it. Given spawns at 10 and 2, is the gold for the 10 o'clock player still so harassable if they're T and just drop a Planetary Fortress there? What about Protosses at 2 who aren't going air- how are they going to harass that, given that P has no really good non-air units for harassing? What about ZvP, with the Zerg at 2- since Z can't go mutas safely in that matchup for fear of the 6 gate, how do you consider that balanced? The map isn't supposed to cater to every possible strategy. You're supposed to choose the best strategy for the map in question. So if you think that Z can't go mutas on this map, then don't go mutas, but maybe someone else will find a way to do it anyway. I think that map is balanced as it is.
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You can charge on the rocks with void rays, without them being hit, seems like a pretty powerful harass if you ask me.
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On January 20 2011 11:04 badcop wrote: You can charge on the rocks with void rays, without them being hit, seems like a pretty powerful harass if you ask me. This is something that I considered heavily during design and I eventually decided that it's just another strategy that works well on this map. I won't be at all surprised if the initial feedback is that "oh my god, it's a huge issue" but I think once people have more experience on the map they'll realize that that's a very viable option for the Protoss and adapt their strategies accordingly. By the same note, a lot of terrans now are favoring more marine-heavy army compositions in their early and midgame, and zergs seem to always be making extra queens and getting spire or hydra tech at a decent timing. I don't see how a competent player would have VR openings like that cause them too much trouble for more than a few games.
I will, of course, continue to monitor it and if it does prove to be a huge issue I'll have to come up with some kind of fix.
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iCCup Neo Enigma now published on EU
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prodiG, neo enigma is cool, very original expansion layout!
Its awesome that you have such great map testing support--are you or your map testers comfortable releasing replays? I always thought the map threads on TL could use a replays section so that more folks are likely to see and appreciate a map in-game, and of course example gameplay is always helpful.
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If anyone wants to post replays on this map feel free! I'd upload some of mine but none of the replay sites I try cooperate -_-
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On January 21 2011 12:31 prodiG wrote: If anyone wants to post replays on this map feel free! I'd upload some of mine but none of the replay sites I try cooperate -_-
Try Mediafire. I had no trouble uploading replays, the first time I've tried uploading replays actually.
I'll try to host some more games on this map and see what replays I can give you. I hope no one minds pinging
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replay sites don't like non-standard maps :/
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On January 21 2011 13:01 Antares777 wrote:Show nested quote +On January 21 2011 12:31 prodiG wrote: If anyone wants to post replays on this map feel free! I'd upload some of mine but none of the replay sites I try cooperate -_- Try Mediafire. I had no trouble uploading replays, the first time I've tried uploading replays actually. I'll try to host some more games on this map and see what replays I can give you. I hope no one minds pinging  I wanted to have cool replay parsing but I guess it doesn't work. Oh well.
Here's a TvT I played on Neo Enigma vs an opponent I found in channel iCCup.
http://www.mediafire.com/?4z64a0q4udddcwp
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This map will be used in the InCup.de Gold/Platin Clash on Sunday. Some participants asked the staff having better maps and they asked which ones they should use I proposed this one and now its in. Great.
Aint highlevel paly but I'm happy to see this map pushed.
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Wow, really cool to see that ESL keeps supporting the iCCup Mapmaking Team
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Definitely going to be checking out ESL EU tonight :D
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prodiG, can I (or you or somebody) put the images of Enigma and Neo Enigma side-by-side with a short discussion of using space? I always thought you did a great job improving this map and it could be helpful for other mappers to see what you did
edit: "prodiG," not "pordiG"
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On March 24 2011 00:13 dimfish wrote:prodiG, can I (or you or somebody) put the images of Enigma and Neo Enigma side-by-side with a short discussion of using space? I always thought you did a great job improving this map and it could be helpful for other mappers to see what you did edit: "prodiG," not "pordiG"  Go for it ;D
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On March 24 2011 00:13 dimfish wrote:edit: "prodiG," not "pordiG"  poridg [smile]
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iCCup Neo Enigma to be used in ESL EU and NA for April!
Thread here
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This map looks pretty damn good.
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After watching some game on this map in DailyMotion Cup, i just wanted to say that i find the waterfall soundeffects realy annoying. But maybe thats just me. Great map tho.
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its the ONLY map in the current esl map pool which is actually T favoured in TvZ. Thank you for that lol
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One question is as Protoss I have no idea where to take my third, and which one is better as the mineral patch between the High Yield and normal third varies. Am I forced to take the High Yield if it is in vertical positions (assuming I am bottom left).
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Have you seen anyone try a really aggressive void opening placing a pylon behind the rocks and using the void vision to warp directly into the main? Seems like it would be crazy strong with the free charge up and the fact that the defender has to go all the way around to access the proxy pylon.
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This is a great map, even though I hate the burning xel'naga tower. I would really like to see it used more often in tournaments.
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