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Full Overview: + Show Spoiler +
Map Status: Published on NA and EU!
Name: The Eighteenth Version: 1.7 Spawns: 3 (2, 10, 6) Bases: 15
Won Map of the Month 4! =D
My Thoughts: This map is intended to be used in MotM #4, the three spawn month. Being an avid golfer, I thought it would be fun to make a map designed around a golf course. One thing I think there may be a problem with is the ease of access of taking a 3rd base. Thoughts about that would be nice, as well as any other changes you think this map could benefit from.
More Pictures: + Show Spoiler +
Analyzer: + Show Spoiler +
Changelog: + Show Spoiler +1.7 -Stupid pathing error <.<
1.6 -Fixed mineral patches
1.5 -Fixed pathing issues
1.4 -Texture changes -Map bounds increased slightly
1.3 -Changed positioning of ramps from main to create an even wall-off for all three positions -Changed the choke into the natural on the 6 o'clock spawn to create an even wall-off for all three positions -Added highground behind the third
1.2 -Fixed some texture issues -Added LoSB's -Fixed one of the destructible rock's position
1.1 -Fixed Player Properties
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You sir, are a genious :D
I looooove the textures ^^
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ahh I love this so much ^^
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=D
Thanks, but...... I need help with the layout. Any ideas or does it seem okay?
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I think "Hole in One" would be a better name. Really good job on the textures, although perhaps confusing to play on it looks awesome. I think I've seen the main/natural/third set-up before somewhere (EDIT when I find it) This will work really well competively.
Additional Q: Is the flag a XWT? Cause that'd be cool, however confusing for players though.
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On February 21 2011 18:01 EunByuL wrote:I think "Hole in One" would be a better name. Really good job on the textures, although perhaps confusing to play on it looks awesome. I think I've seen the main/natural/third set-up before somewhere (EDIT when I find it) This will work really well competively. Additional Q: Is the flag a XWT? Cause that'd be cool, however confusing for players though.
I tried to make the flag a XWT, but I couldn't figure it out. So instead, there are no XWT's.
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On February 21 2011 18:02 Silence- wrote:Show nested quote +On February 21 2011 18:01 EunByuL wrote:I think "Hole in One" would be a better name. Really good job on the textures, although perhaps confusing to play on it looks awesome. I think I've seen the main/natural/third set-up before somewhere (EDIT when I find it) This will work really well competively. Additional Q: Is the flag a XWT? Cause that'd be cool, however confusing for players though. I tried to make the flag a XWT, but I couldn't figure it out. So instead, there are no XWT's.
Check out this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=191054
Used the technique on my map Syrany aswell for this result:
+ Show Spoiler +
Takes a while to get it right, but should work for you aswell
edit: i cant stop looking at this map makes me smile on this mondaymorning
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PFFFFFFF get the hell out of here... that looks amazing. haha. i dont like how close the third is but dammmmmnn such a good texture idea...
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That is an absolutely amazing looking map. As for layout: it is VERY interesting. The two matchups you have to worry about are ZvT and ZvP.
ZvP: I am worried that the expos might all be too close together. This gives a Zerg no chance to remax when losing a fight. If he loses a fight he is guaranteed to lose the game if the Protoss deathball is anywhere near his base. Other than that I don't think it's bad.
ZvT: I think this map will be really cool for this due to the air positions. As Terrans are tending more to drop play late in the game this will have interesting dynamics. Additionally, the planetary-able third is actually really cool. I really like how this looks.
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Looks really cool. I am no golf player, but I am sure going to test out this map. One thing that would be cool though is to have like a third of the map being the rough (darker grass) with some trees and stuff like as it is at the starting positions. Right now it feels as the awesome golf grass texture dominates a little too much. It would bring a more diverse feel to it. Great work man.
*Edit*: Damn, just saw that it was not available on EU
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I love the idea and the desing! The look of this map is just awesome.
However, I have some concerns in terms of map balance.
So, is this map rotational balanced? Because if I spawn at 6 and my opponent spawns at 11, I can easiliy harass his main with air units or do drops whereas he has to make a huge detour. On the hand, if we assume the same spawning locations, it is way easier and safer for the 11 o'clock player to take his gold than for the 6 o'clock player.
Well maybe this balances things a bit. At least it looks like an interesting dynamic that might occur.
Well, just my thoughts and 2 cents.
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@Peterblue
Hmm, I'm not exactly sure what to say about the expos being close together. I do agree they are very close, but I guess I'll have to see how it plays out.
@Summerfield
Sorry
@lamyournoob
The problem in designing a 3 player map is that it has to be rotationally symmetrical. I can only make reflectional symmetry with 2/4 player maps. I suppose the player counter-clockwise of their opponent could take the gold that is counter-clockwise of them? lol, that was confusing, but I hope you understand.
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Hm, can't you remove all the rocks? Right now rush distance is really long anyway, and I think the way the natural is it wouldn't hurt. The rocks hinder Zerg from expanding away from their opponent (to the gold) when they spawn counter-clockwise.
I would also like a watchtower in the middle cause it's very open which is good for Zerg so maybe give the terrans something to work with.
I'm really concerned that Protoss will have an easy time going to three base on this map which results in the so called (imbalanced) deatball. Maybe you should think about adjusting the mineral/gas numbers on the bases.
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This is an awesome idea and looks just great!!
Only problems I see is that the mains appear very small and that it might be possible to siege the HY from the 2 o'clock main.
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After reading through these posts I just couldn't resist making this
doodads being 1 Crater, 1 rock painted white and the usuall flag pool.
Now go add those watch towers.
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yeaaah thats what im talking about :D even a ball, sweeeet
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LOL, I fucked up the player properties so this map wasn't even playable... haha. Just fixed it a republished . Also, when I get home from school, I'll see what I can do about the flag.
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hahahahaha jackpot :D
really nice idea
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United States9652 Posts
as an avid golfer myself, i cannot speak after looking at this. its beautiful.
WE MUST HAVE A FLAG!!! also, this is dangerously close to another aztec map... only the main is highground and the spawn points are moved a bit.
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The first rush distance map shows ground units going through the rocks. This is an error?
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wow. I cannot express with words how awesome this is, lol. I'll defiantly be playing this when I get on today.
I will say that I really like the way you chose to use destructible rocks on this map. Good luck in the MotM!
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On February 22 2011 05:34 Pyth121 wrote: The first rush distance map shows ground units going through the rocks. This is an error?
Damn, thanks. I completely missed this. I'll fix it up in a bit.
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Looks great, can't wait until for the Xel'Naga flag towers.
But yeah the close third is questionable.
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Wow, this tileset is amazing, props!
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nicely done!,
one question though, are the sand traps the same as normal ground? or a small patch of lowground? I'm terrible with mapmaking myself but would it be possible to add a slow effect to units passing through the sand (I was trying to come up with a way to make the middle more interesting xP)
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Made some changes. I added LoSB's where the red circles are:
Sorry for the shitty lighting. My computer sucks. Thank god I'm getting a new one =D
Also, has anyone actually played on this map yet and what are your thoughts balance wise? thanks.
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I'd love to play it, but im on EU ... I can publish it if you want, still got some mapslots leftover. Lemme know, seems real fun to play on a golfcourse :D
@Cake, not without losing the meleemap properties
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This map is now published on EU under the name:
The Eighteenth
Enjoy playing!
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On February 27 2011 19:55 ihasaKAROT wrote: This map is now published on EU under the name:
The Eighteenth
Enjoy playing!
Thanks man! =D
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A golf field, now that is an awesome map to play on.
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Great map!! I like the gold theme a lot!! very creative map!! Great Job!! :D
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can't find it on EU. Damn got so excited xD
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Aside from the textures being awesome//hilarious as everyone has mentioned, the map itself looks very good too. Close thirds, but with a serious element of danger with destructible rocks in between the natural and main. Could open up a lot of interesting possibilities. Very well done overall.
Only suggestion, you HAVE to put a XWT as the pin in the middle, then it's MotM easy imho
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Hmmm, I'm sorry about this. I'm looking into why it's not published and getting it fixed. =D
Also, I don't think the Xel'Naga WatchTower flag is going to happen. It creates a hole far to big for the flag to fill and looks like shit.... Sorry.
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Ahaha, that is such a brilliant idea for texturing a map. Thinking of a theme and just totally running with it, I love it.
Trying to think of other applications for that tileset. A street-tiled 2 player map with a football field in the middle maybe? >_> So cool.
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Wow! Really cool idea texture-wise. I like the layout in general, too.
My only gripe is that there are 5 bases clumped together, which is generally bad gameplay. Matches can often lead to turtling, especially with the small chokes and near uselessness of the second entrance to the natural. Tanks can also defend 3-5 base very easily in TvT and other match ups. I think to fix it, you ought to open up the expansions more. Maybe distance them a bit more, and add ramps. This will also make it possible to split the map after 5 base, because right now two people can't take the part of the map that isn't being used, because the bases are too close.
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Should be published on EU under 'The Eighteenth' When I get home I will check if I made some mistake publishing it...
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So wait, because it's easy to take a third, you could say it's a...
+ Show Spoiler +
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On March 01 2011 17:20 Homework wrote:So wait, because it's easy to take a third, you could say it's a... + Show Spoiler +
Zing! yeah, I lol'd :D
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On March 01 2011 10:44 Silence- wrote: Hmmm, I'm sorry about this. I'm looking into why it's not published and getting it fixed. =D
Also, I don't think the Xel'Naga WatchTower flag is going to happen. It creates a hole far to big for the flag to fill and looks like shit.... Sorry. What do you mean by that?
Also I think you have to do something with the middle since it's just a bit too open right now.
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Sorry for the bump, but I recently did some play testing and it seems, as people have said, that it is too easy to take and hold the third base. Do you think it would benefit to have a highground behin the third base? I have added it in and updated my map with said highground, and I'll see how it plays with it.
I also added some more pictures to the OP. Wall-offs, creep spread, and overlord placement.
=D
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The map is extremely open in the middle and very large. At a first glance, it is Zerg/Protoss favored. Terran has no advantages on this map whatsoever. If you want this to be balanced, the size needs to be decreased.
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I want to play it.. Looks fairly balanced. About a long par 3 from each spawning point. I'd hit about a 6 or a 7 I'm guessing. A smooth 5 depending on the wind.
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Wow I really love the look of this map, seems like it'd be really fun to play on!
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So.. why is this still on on EU?
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I republished all the maps in my maplist, can someone check on EU if the map is there now?
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I wanted to do a 2v1 with my friend but this is only a 2 player map. Would be cool if it was a 3 player.
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Love the green look to it. Nice work
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The 3 mineral patches in the right of the 6 o'clock base are too close together. Workers have to go around it and mine from the back. Gotta make a bit of space in the middle^^
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oh my god so aesthetically pleasing
THAT'S ALL THAT MATTERS
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As one who plays competitive amateur golf. This is amazing!
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On March 19 2011 09:41 FlopTurnReaver wrote: The 3 mineral patches in the right of the 6 o'clock base are too close together. Workers have to go around it and mine from the back. Gotta make a bit of space in the middle^^
ok, thanks i'll fix it now.
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I love the look of the map :D Great Job.
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Whoa, love this map!
This definitely needs watch towers! Also expansions look moderately safe to take. Maybe have only 1 high yeld expo and put it in the middle for high-tension scenarios. The flag right on top of the gold minerals would be epic ^_^
Great work
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Outstanding map, good luck in MotM!!
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This looks brilliant gonna play on it asap!
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On March 01 2011 17:58 ihasaKAROT wrote:Zing! yeah, I lol'd :D
Oh man, why did I make that joke...
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Played a round vs the AI, really nice map man I love the aesthetics too
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WOW, I don't know about balance issues but you just score a birdie! I love the arts ;D
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When, oh when, will map makers stop putting a big empty space all around the map. I know it looks aesthetically pleasing, but gameplay wise it sucks. Air harass is already powerful enough.
In pretty much every BW map the terrain goes all the way to the edge of the map, but this obnoxious habit got started somehow in SC2 and it just won't go away.
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Congradulations to silence- for making it into the Map of the Month #4 finals! This map is awesome. It's got some of the best texture work I've ever seen. Looking forward to some great games during the tournament.
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the only complaint i have is reapers not having enough option to getting into an opponents base, 1 stalker could easily repel a reaper from seeing anything (reapers are rarely used in standard/economical games, and maps like this will even defeat the '1reaper scout' technique... lol)
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This map is so epic I love the design, and it seems pretty balanced too.
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Saw a game cast on this map and it was very interesting, but someone on the first page that mentioned ZvP being difficult for Z because remaxing would be hard was right. While the zerg player wasn't playing their best or the best they could have been playing, the Protoss deathball just moved it's way through the expo and onto the next one until it took out the zerg player and he GG'd.
Fun looking map though, and again the aesthetics look great.
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Congratulations on winning MotM#4!
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Oh wow! I seldom EVER check out these maps, but this one is an eye turner! Can't wait to get home and give it a burl!
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