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![[image loading]](http://i.imgur.com/P8VyM.jpg)
![[image loading]](http://i.imgur.com/iIA2z.jpg)
TPW Memorial (mods: please rename thread to [M] (2) TPW Memorial)
Story: + Show Spoiler +I made this back in January 2011 and updated in Oktober 2011. The changes made were: - Aesthetic theme (textures and doodads) - Removed rocks from the ramp between natural and third and the rocks blocking one of the ramps to the 5th. - Removed LoSB around the XWT - Rechaped LoSB by the 5th and added LoSB line in the choke between 4th and third ramp.
Bases: 12 (10 blue, 2 Gold. All regular.) Main size: 29,5 CCs Rush distance is 155,9 between mains. 121,6 between nats. Size: 112x132 playable (including air) Rocks: 4 Tileset: Tarsonis
Map Analyser + Show Spoiler +
Detail Images: imgur album
Replays: + Show Spoiler +
The map is published on EU as TPW Memorial.
If you think I could improve on the map features ro aesthetics, or if you've experienced a bug, feel free to drop me a comment or PM.
Thanks to Johanaz, EatThePath, monitor and dezi for suggestions, comments and encouraging feedback.
Retrospective The older version of the map was a finalist in Motm #3
MotM Score + Show Spoiler +Balance / Originality / Fun / Aesthetics/ Total 7.2 / 6.8 / 6.5 / 7.2 / 27.7
Banner + Show Spoiler +
Old Overview + Show Spoiler +
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This actually looks like a really good map, I really like the detail with the "double highground" outpost on the two middle expos.
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Love the look of this map, Easy to defend third. Cannot wait to play this to death. Great work.
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kinda like Xel Naga?
main+natural at the same position third behind rocks but accessible from the middle hole + 2 tower + 2 gold in the middle
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It's xel'naga but better. Is this on NA? it looks awesome. the LOS blockers next to the main and third make them harassable, yet easily defndable, which is the sign of a good map. Well Done
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That looks nice. I'm liking the aesthetics as well
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Very nice! I think you've got the layout and everything down, just gotta fine-tune things.
Primarily the natural, it is a bit too hard to hold. There are two easy solutions to fix this: One is to make the choke wallable by 3rax (give or take a few hexes), and move it in slightly. This will allow easy FE from protoss and Terran, but still avoid turtling because of the back door. Two is to make it possible to wall from the CC to the ramp, thus blocking all the pathing. I strongly suggest doing this, it makes games much more fun with this, and encourages micro in the natural.
The 6th's little ramp thing is kinda useless, but I think it would be easy to fix it. I suggest making it just a cliff for drops, and increase the size a little bit. It won't do much, but its better than a random little piece of high ground I think.
A thing to note: You might want to do a little bit more texture-wise with the natural, it looks a bit bland from the overview.
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Cool that you like the map, folks. It's on EU, however WIP.
@@monitor yes, allright, let's concentrate on the fine-tuning. How do you mean wall from the CC to the ramp? What ramp in the nat? Do you mean the choke or the main ramp, or the ramp to the third?
About the ramp-thingy in the 6th. Ok, it's too small. I could make the cliff surround onf the mineral line total (but it would mean making the map bigger). I think the ramp should be there as a way defend with griund units .. and allow drops of groudn units to harrass the mineral line more closely.
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United States10107 Posts
much better than the usual caverns map. this is how map making should be sir. can you put up some tank ranging photos... im skeptical about the tanks for the natural shelling the CC/hatch/nex at the golds. and can a tank from the main hit the gas???
i no its silly, y would ur opponent take the gold closer to you... well, for some reason, i have an addiction to tank ranges xD
good map.
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On February 23 2011 05:14 Meltage wrote: Cool that you like the map, folks. It's on EU, however WIP.
@@monitor yes, allright, let's concentrate on the fine-tuning. How do you mean wall from the CC to the ramp? What ramp in the nat? Do you mean the choke or the main ramp, or the ramp to the third?
About the ramp-thingy in the 6th. Ok, it's too small. I could make the cliff surround onf the mineral line total (but it would mean making the map bigger). I think the ramp should be there as a way defend with griund units .. and allow drops of groudn units to harrass the mineral line more closely.
For the CC to ramp thing, take a look at this new map I'm working on:
![[image loading]](http://i.imgur.com/Efru7.jpg)
You can wall from the Command Center to the ramp easily, with only 3 depos. I didn't want to give away too much of the map, but there is another more open choke into the natural to counteract this.
For the cliff, I guess we'll agree to differ . I think it'd be cool just to have a cliff without a ramp, something standard in BW maps. On this map, you can drop almost every base (minerals in main allow for drops on the mineral only): Othello. I guess this one's up to you.
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Oik, I've made some update thanks to the feedback.
* The towers in the centre of the map got some love, by extending the no-playable area to the very back of the towers. This way, the towers no longer spy one another or the units holding them.
* The nat choke is a little tighter. 3 rax can defend nicely. This change extends rush distance a little too.
* The high ground dropzones at 3 and 9 got some more love. They now have a ramp leading to harrass position of the 4th. I have a bad feeling about this feature, though. It's no zerg love that one. What say you?
* Adding another texture with some orange rocks differenate the low groudn form the higher ground. It looks good up close, I think, with the custom lighing I made.
@@FlaShFTW - I should check tank distances. But, yeah, the gold vs main might be silly. Any other suggestions?
@@monitor - nice feature. I tried something similar AND adjusted the nat choke. Too much? Thanks for the sneak peak of your map btw
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Meltage, this is breathtaking. I guess I missed the first version and I'm looking at the updated OP, cause the natural looks fine to me. Everything is great except that ridge behind the 4th. The problem is that you can walk tanks back there, and it's not even easy to scout that it's happening to you. Then it would take sooo long to respond. If they bring medivacs they can elevator lols at zerg. I think you should abandon the idea of a cliff wrapping all the way around the back of the 4th minerals. If you have an area jutting out from the 3 / 9 base, it serves the same harass purpose without being broken, and it closer to respond to by breaking the rocks.
This is how map making should be. That's a great way to put it.
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@@EatThePath glad you like it Yes, the OP was updated with the latest version. Old version:
Core Delta old version
Compare: Core Delta later version
I'll probably scrap the shelf over the 4th base, being too narrow and as you say, a siege tank heaven. Great point in the 5th being an harrass position for the 4th.
I could widen the map and give it even more size and a ramp in the far end ... but I'm afraid that will be too much like XelNaga Caverns?
I can't get out of my head, though, that I should use the 'third floor high ground' in some clever way on this map. I've used the high ground by the third as a reaper/collossus sneak-path backdoor. It is also a possible tank-drop-zone for harrassment of the 4th (at 5 and 11). Except for the cliff around 5th in the current version, all other (3rd floor) high ground patches are unpathable.
I could widen the map a little and cliff-wrap the 5th instead, keeping the ramp.
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This is a case where less is more. The layout is strong without fancy stuff, I would stick to simple things that combine well. Not ruling out use of that level 3 cliff somewhere, but remember you don't have to.
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I'm really liking your stuff Meltage, this is another nice map.
What's your reasoning behind having the destructible rocks at the 3 and 9 high ground expansions? Making the gold a little easier to defend in the early-mid game with only the one main entry by the tower then then ramp as the rocks get taken out?
Haven't checked it out in game yet but it looks almost perfect layout wise.
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I really like the lighting, it looks so good and gives the map a much more barren look.
The map layout looks really good, plenty of expansions.
Do the gold expansions choke the map as much as it looks like? There are only two paths from one side of the map to the other by ground and both a squeezed by gold expansions. Maybe I'm underestimating the size of them.
If there isn't a way in which you can effectively use the level 3 terrain, then don't; it's fine as just decoration for the unpathable ridges (like in the centre) if it won't go anywhere else. You could try experimenting with it and seeing if it can work though.
This map is very good now though.
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Ok, update. - gave the 3 and 6 ramp/dropzone no more love for now. - added some doodad-rocks to the cliff between the 4th and 5th. Wall climbing/jumping is restricted, but still doable. - at 4 and 7 oclock the pathable cliff-dots got some more love (I'll porbably ending up removing them, though). - The main was pulled back from the centre a little. No longer may siege tanks attack the gas on the 5th from the main, or siege the main from the 5th for that matter.
@@Kazang - a returning fan! Thanks. Well, the rock is mainly there to protect the 5th (and 4th) some and make it a little more attractive for the player with the main next to it. I think your point about the gold is more viable, though, since rocks won't mean nothing mid-late game, but golds might be taken early game sometimes. Or are the destructible rocks by the 5th redundant?
@@EatThePath - you're prob right about less is more. Kill your darlings, kind of.
@@VoidEnergy - thanks, I hope you mean the ingame lighting The gold might be choking some, at least if one builds more than a CC/Nexus/Hatch there. The obvious tower control (and possible walling?) makes the spot more attractive.
A crazy wall-off example, just for the sake of meassuring the size of the area:
![[image loading]](http://www.mentalbalans.se/aggedesign/img/maps/Memorial_S_gold_wall-off-example.jpg)
It's a screen from the editor where squares are visible.
Should the gold have more space around it?
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Kill your darlings! I hate it but I love it, and it's true.
In my opinion the spacing is just fine because of the prevalence of open areas, and that isn't such a very bad choke point even with a cc in there (at the gold). Also, I think the rocks are only good for the 3/9 bases. What do you gain by taking them away? A marginal improvement in flanking that one region between the ramps, which is already quite open. They provide a bit of interesting choices for the players if they are there, and there is tension in that they aid defense but give better drop defense when they are taken down. I vote keep them.
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Definately keep them. I actually liked the whole positioning, dont you dare remove them
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A sneak update.
* Playable size increased to 124x138 playable (including air) from 104x138. This only affects air on the left and right side.
* The area between the 5th ramp (3 and 9) and the main increased. The LOS blocker repositioned. This means one can have fun outside tower vision - destroy the rocks at the 5th ramp, sneak through the fifth down the other ramp and behind that curtain, for a flank on the gold or a cliff-walk/jump right up the main.
Thoughts?
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dezi
Germany1536 Posts
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@dezi wow itz dezi. I'm a fan of The Crucible!
Please elaborate. Wall where and what? You make it sound as it being so obvious anyone shoudl be able to see a flaw you're hinting at
BTW, gonna update a better overview image in secs
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dezi
Germany1536 Posts
I'm curious how you want players to FE on this one. Is it possible to wall off the Nat entrance because as i see you can't properly wall from ramp to bar CC/Nexus (due to ramp angle). But maybe you just don't want people to wall this way (that's no problem - just want to know ^^).
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@dezi as monitor pointed out some posts ago? I'm not familiar with the term FE. I supose that is fixable. However, the nat choke can be blocked by 3 rax. Not enough, you think?
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dezi
Germany1536 Posts
On February 25 2011 07:28 Meltage wrote: @dezi as monitor pointed out some posts ago? I'm not familiar with the term FE. I supose that is fixable. However, the nat choke can be blocked by 3 rax. Not enough, you think? See edit - i'm fine with it - just wanted to knew it :D
Looks good from what i can see so far but doodads aren't done right now, eh?
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Ok cool. But what's FE? A wild guess woudl be - Fortress Entrance? It's probably a lot of fun to be able to do that and if it alloows me to open the nat choke slightly more (and have slightly shorter rush distance - good or bad?) even fun for me. However, I can't help but feeling it would ruin the general layout of the nat.
One line of thought leads to moving the nat further back from the rest of the map and moving the gold base back with it...
Nowhere close to done with visuals or fine-tuning gameplay. I feel I should use high ground for decoration and non-pathable areas, along with dooodads.
The theme is kind of loose also. 'Memorial' came to mind when picturing tombs and statues of Mensk and the like. I might end up walling in the entire map with unpathable high ground just beacuse I can (like cave-maps do).
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On February 25 2011 07:49 Meltage wrote:Ok cool. But what's FE? A wild guess woudl be - Fortress Entrance?  It's probably a lot of fun to be able to do that and if it alloows me to open the nat choke slightly more (and have slightly shorter rush distance - good or bad?) even fun for me. However, I can't help but feeling it would ruin the general layout of the nat. One line of thought leads to moving the nat further back from the rest of the map and moving the gold base back with it... Nowhere close to done with visuals or fine-tuning gameplay. I feel I should use high ground for decoration and non-pathable areas, along with dooodads. The theme is kind of loose also. 'Memorial' came to mind when picturing tombs and statues of Mensk and the like. I might end up walling in the entire map with unpathable high ground just beacuse I can (like cave-maps do).
FE stands for Fast Expand, it means when a race takes an early expansion. For example, a 14 hatch by Zerg in a ZvT.
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Testing a variant. Which do you like the most and why?
New:
![[image loading]](http://www.mentalbalans.se/aggedesign/img/maps/Memorial_test_nolight.jpg)
Compare to:
link
Edit: The new variatn is up on EU as "Core Delta" and the original as Memorial", currently.
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An improved test version after some feedack:
![[image loading]](http://www.mentalbalans.se/aggedesign/img/maps/Memorial_test2_nolight.jpg)
In-game lighting:
+ Show Spoiler +
* Compared to the earlier test version, main is no longer as siegable due to the gap added.
* I've narrowed the open space in the centre some, in some interresting ways I hope.
* The big change is to the 4th , which I think has a more interresting position and angle now. The wall around is pathable at some spots.
* A smaller change is that allowed for some cliff-walking/jumping between nat and third.
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dezi
Germany1536 Posts
Can tanks from behind the DR of the 5th ramp to the 4th reach the CC/... at the 4th?
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@@dezi Yes. They can't reach the mineral line, though. Maybe I should move the DSR to the top of the ramp instead ... or I could add additional DSRs next to the first. I've noticed that 'nested' DSRs work as one - if you shoot at one the rest will lose HP too.
Edit: I was wrong about DSR 'nested' together makes one DSR. That was prob fixed in a patch awhile ago. Instead, I moved the ramp back some. The choke between 4th and center was somewhat widened in the process, so I extended the cliff surround on 4th some towards the centre.
An updated map for testing is published on EU as 'Core Delta'
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OP has been updated with the latest version of the map. Going into details on what has changed if there is interrest.
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Update:
* Changed lighting.
* Doodad and texture work. Lets of decoration along the edges.
* Added some lava.. looks good witht he new color theme I think - orange, dark blue. dark/light grey and some dots of green.
* Replaced some of the 4th cliffs with doodads of ruined buildings
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<3the color theme...
Could we please get screenshots to see the in game feel
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So much work put into this, and it shows. Still quite fond, best of luck in motm!
How come you changed the aesthetic style? Personal preference?
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@adso glad you like it! Please go ahead and make screenshots and send to me I'm not a good player an in-game screenshot with me playing would just look silly It's published on EU, so be my guest. I will, however, post detail images.
@EatThePath Thanks man. I havn't been able to do a lot of testing with high level players, though, but I hope for some feedback in motm. The old color theme was dependent on the custom lighting I used, and that lighting sucked. It wasn't obvious in screenshots (or if you play it on low settings, where there is basically no lighting )
Map Update
* Participated in the Motm3 contest here on TL ( Player application still open link to thread).
* Adjusted main and main mineral line so that siegeing from the nat should be less favoured (thanks monitor). This also reduced rush distance main-to-main from 155,3 to 153,5.
* Added a coupple of mineral mining caves in the south west and north east non-pathable areas (purely decoration, no gameplay change)
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Map Update
- A minior fix of the main mineral line in the last update. I moved one mineral patch so that workers wont have trouble reachign all patches.
- Added some critters on non-pathable locations around the lava. Some orange-dot-love for the aesthetics 
I didnt care to update the overview image with those minimal changes, although I'll post some detail images soon.
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Thread Update OP updated with images: - lots of screep spread - a close look on the map centre narrow path
@adso here you got some detail images. I should add soem with green and red squares visible, but that's for later. I suck at construction examples, though. Right now, I need feeback on the creep spread images.
Is the fourth too accessible with the narrow path in the wall surround? I've heard that bases are quite close to oneanother on this map and that favours turtling too much. On the other hand, doesn't it favour zerg mass-expanding too?
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I just realized the rush distance been wrong all along, since I got the latest version of the map analyzer to work (rather, figured out how it worked - it's quite user friendly once your past the first choke in the learning curve).
The old version reads the ramps as quite more narrow than they actually are (trusting the latest version is correcting this)
Current:
+ Show Spoiler +
Old:
+ Show Spoiler +
So the shortest path main - main has magically changed from 153,5 to 145,5. It's still fine, I supose.
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--- Accidentially quoted OP - please delete this post. Sorry. ----
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As of motm#3 news, two things:
well done! ;D
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Heeeey Melt, congratz 
Well deserved too. You´ve worked really hard on this map and it shows. Now brace yourself for the awesomeness that is watching top players duke it out on your creation.
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@ETP hah yeah you did, although I never thought your map would be ranked after mine. Someone must have been drunk. Thanks and grats to those awards
@Johanaz thank you. Yes that will be so awesome, as our US friends are fond of saying :D
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dezi
Germany1536 Posts
Fault Lines and Memorial clinched for the last spot and it was a tough decision.
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@dezi I guessed as much. May I ask why you choose this over Fault Lines and what my map lacked, so to speak, over the top 4? Just looking for ways to improve my map and skills.
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Please feel free to discuss openly, if you like, dezi, other judges. I think we can only learn from it.
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dezi
Germany1536 Posts
F.e. someone pointed out that the blue water doesn't fit in our map. Colorwise, i think it was prodiG, the map was gives a feeling like being on a bad trip because you used so much different textures from nearly all the tilesets and so much different colors. But there were also so fucking nice details like the small gap in the middle the lowers early game rush distance but should be avoided in the later stages of the game (if you don't want to get roflstomped there) or the 2 archons with the lightsource in front of them creating a sick shadow :D
We tought that your map could easily look better if you try to replace those shakuras tiles with something that fits a your theme a bit better. Overall your map also uses the terrain really good and this way the layout plays a role even during later stages of the game (you don't use one path throughout the whole game).
Fault Lines was very close and as i said before it was a tough race between both maps. Starting clockwise of your opponent makes it a bit harder to grab a third. I can't recall the other points but as is said it was so close and we sadly had to drop one map.
Still one could see that several mappers improved yet again and i'm very interested to see the next months submissions. I can't up with a good 3 spawn map so i think i don't gonna participate and wait till may ^^
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@dezi Interresting read, thanks. I think blue works with any map beacuse there are blue mineral patches on every map. I'll keep you points in mind, though.
Map Update:
* Changed main mineral line again. Now the mineral line itself is identical to the new lost temple map by bliz. The position is slightly more to the lefthand and.the geysers are on each side of the mineral patches. Only the righthand geyser is siegeable from the nat. Air harrass from the high ground shelf would be slightly more effective than before, since the mineral line is closer.
- Also the rush distance is affected. From 148,5 to 155,9 between mains.
Here is some comparision images
Editor + Show Spoiler + (remember the high ground is unpathable, even though green in the image). Old ![[image loading]](http://imgur.com/Ls2RG.jpg) New ![[image loading]](http://imgur.com/jiItC.jpg)
Game + Show Spoiler +Old ![[image loading]](http://imgur.com/3PsZY.jpg) New ![[image loading]](http://imgur.com/v8xpE.jpg)
* I don't trust dynamic pattern fill, added static pathing fill by hand in those areas that whould be non-pathable.
* Minior decoration stuff that does not affect gameplay.
OP updated with new overview image and map analyser shots.
New overview: + Show Spoiler +
Old overview: + Show Spoiler +
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looks a lot like xel naga caverns, really interesting
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I just have to shoutout this streamed match from motm:
Man, how do I embed the stream into the post?
+ Show Spoiler + <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="296" id="utv94209" name="utv_n_375184"><param name="flashvars" value="loc=%2F&autoplay=false&vid=13594213&locale=en_US&hasticket=false&id=13594213&v3=1" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.ustream.tv/flash/viewer.swf" /><embed flashvars="loc=%2F&autoplay=false&vid=13594213&locale=en_US&hasticket=false&id=13594213&v3=1" width="480" height="296" allowfullscreen="true" allowscriptaccess="always" id="utv94209" name="utv_n_375184" src="http://www.ustream.tv/flash/viewer.swf" type="application/x-shockwave-flash" /></object>
Anyways: external link
This one is Cruncher vs FXOmOoNan Game 3 in the MotM torunament #3.
It's a PvT macro game of 30 minutes! FXOmOoNan has a sc2 APM of 350 in this match, which is about 500 real-time APM (or so they say).
As for map usage, I like how Cruncher uses the cliff-walk backdoor of the main to his advantage - getting fast collossi reinforcements on the field. It's also interresting how Cruncher rather takes the fifth expo than the fourth in the end-game (after the gold), while FXOmOoNan does the oposite.
As a sidenote the overview image they show in between matches (in the beginning and the end of thisVOD) is of the latest version of the map, while the map they actually play on has a flaw in the mineral line (see 3 posts above in this thread).
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Map update
- I decided to heed some of the feedback on visuals - that the blue water seemed out of place. To make the map more clean and concistent in style I changed this into lava too.
+ Show Spoiler +
- Added some more small rock doodads and such to make it clearer that the high ground surrounding the map is unpathable.
Replays Update
This epic game from Motm#3 Ro 8: coL.CrunCher vs FXOmOoNan G3
I'm still looking for post Motm#3 criticism. If you have watched or played the games on it, what would you change to safely improve the map?
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I'm RE:ing this map and might do some changes to map features as well. See OP.
(reason to re-opening the thread is that I'm looking for feedback and by design phiosphy- - it might sometimes be a good chocie to update old maps than making new ones. We do too often scrap everything beacuse it's old. The grass is greener, and so on. That's not how pro does it. Scrap if its bad - but othwerwise you improve it until it's played. Not until it's been played as much as XNC it's old!)
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It looks alot more polished and consistant now . the only thing that seems weird to me (from the overview image) is that pool of water on the top left, It looks kinda out of place. You probably could still get away with the "reddish" theme from the previous version if you choose textures carefully.
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I love the look of the map. Also, don't tell anyone, but I like the positions too.
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@Namrufus - good point, smal detail, but still. The pool of water is an unpathable spot though. I also liked the orange/redish theme, but I'll save it for another map in the future.
@insiderSC - Glad you like it! But - what do you mean by "the positions"?
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Updates
The Second Edition is done.
Changes: - Aesthetics - Removed rocks from the ramp between natural and third. - Removed LoSB by the towers - Reshaped LoSB by the 5th and added LoSB line in the choke between 4th and third ramp.
Let me know what you think of the changes and if there is anything else that needs to be changed. Iimgur is currently not working properly, bu I've got a HQ Image.
Latest version is uploaded to EU as Memorial.
I'm also thinking about renaming the map. Any suggestions?
New detail images:
imgur album page
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I think this map is awesome. Very nice size for a 2-player map. Not too big not too small. Different choices for a third. Positional play is powerful but many attack paths makes flanking and counter attacks possible. The Xel'Naga towers in the center forces player to battle for map control. I would love to play on this map.
The only thing I can remark on is the visuals on the borders of the map. If it's visible in the game you might want to doodad that shit up. Other then testing balance, it's the only thing I would change. 5/5
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Glad you likeit and actually analyzing it. The visual has been updated a lot from the previous version and I use 999 doodads
latest version HQ image
I dont want to overuse doodads as many mapmakers do, imo.
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This is really a great work of art, both strategically and aesthetically. I think your map has a good chance at the TL mapmaking contest as well, should you decide to submit it.
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Thats truly encouraging, thanks! And GL to you in the contest as well.
Ofc I'll submit it. Actually I plan to submit this and TPW Overgrown and TPW Yuma.
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Okdidokes. I need your opinions. I got a PM from Plexa (regarding the TL contest) on a suggestion to change the map (as did many others, good work Plexa!)
The suggested changes are as follows:
Map: Memorial Change: Rocks at 9&3 Reason: They should be removed. They don't add any strategical value to the map and by the time you take that base the armies would be large enough so that the rocks do not matter.
So I added a poll in the OP: Should the rocks at 9 and 3 be removed or not?
Please vote and back up your opinion with a comment.
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Yes, I agree. Those rocks don't serve any purpose other than pleasing the almighty Dustin Browder.
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Ok, I removed the rocks, due to popular demand  Changes are up on EU
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your Country52797 Posts
On November 02 2011 20:23 Meltage wrote:Okdidokes. I need your opinions. I got a PM from Plexa (regarding the TL contest) on a suggestion to change the map (as did many others, good work Plexa!) Show nested quote +The suggested changes are as follows:
Map: Memorial Change: Rocks at 9&3 Reason: They should be removed. They don't add any strategical value to the map and by the time you take that base the armies would be large enough so that the rocks do not matter. So I added a poll in the OP: Should the rocks at 9 and 3 be removed or not?Please vote and back up your opinion with a comment. People got pms? :o interesting map concept.
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This looks like a really good map, probably one of the best I've seen so far. I like the idea of the "worker get-away" behind the fourth. That small gap behind and between the vespene gas geysers. Or at least thats what I imagine its purpose to be.
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Has to be my favorite custom map uploaded on teamliquid. Something about it, I don't know what it is, but it seems to be a perfect size, balanced for all matchups, and perfectly spread out (base wise)
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Some feedback I got from Plexa regarding the TLMC:
I think this is a slightly better version of XNC. The third is nice, but not really accessible to attack so it means a lot of the map can be zoned out fairly easily. Plus Terran with the gold would be pretty hard to dislodge, like on XNC. We thought these things combined weakened the maps standing quite a bit.
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![[image loading]](http://i.imgur.com/KpD6V.jpg)
Changing the golds into a regular expo. Also trying to make that base less open so that it will be easier to defend. I'm also moving the tower a bit closer to it. The high ground walls help to choke the otherwise very open area and favour the tower for the defending player.
Changes are WIP and not yet uploaded. Want feedback and ppls opnions ^^
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How have I not see this map earlier, it looks great man! I don't know how hard the fourths will be to hold, but I like the choice the map provides. I li
I'm afraid that he middle chokie-ness will slow the game down in PvZ, where the zerg cannot effectively move the bulk of their army toward the protoss without getting cut up by force fields every which way. If I can't make a suggestion: open it up just a bit more. Not as much as it originally was, but the new raised areas by the XWT could be cut down to half their current size an alleviate the problem. Though, without testing, I cannot say if it really is a problem or not. You might also consider opening it up a bit more by moving those rocks on the highground 9 and the metal tower on the highground 3 back a single space.
I really like the theme, even though I'm normally a sucker for lush maps. Any further contest you'll be entering this in?
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@FoxyMayhem - thanks man! I have changed the middle again. More like it was before, more openness.
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Looks better to my eyes. I'm a bit sad you completely removed those bits of highground that were next to the towers, but maybe this is better. Now for testing to see if it's an interesting mid, I suppose!
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