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[M]/[P] Liquid (Updated) - Page 5

Forum Index > SC2 Maps & Custom Games
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Varpulis
Profile Blog Joined February 2011
United States2517 Posts
March 15 2011 22:23 GMT
#81
i do like the concept of this map, but the previous posts are right about siege tanks right now. terran could go tank viking off of 3 base and laugh in the face of the zerg who attempts to break his contain.... widen the attack paths, or even better try this:

start with a wide open path, and subtract space, keeping as many routes into each base as possible. don't be afraid to let players attack from more than 2 angles. its a problem i have every time i make a map.
For he is the Oystermeister, lord of all the oysters.
No0n
Profile Joined March 2010
United States355 Posts
Last Edited: 2011-03-15 22:26:31
March 15 2011 22:25 GMT
#82
Is it just me or does the map kind of look like Arcadia II from BW? There are 2 nats and then bases near you, except Arcadia had islands @ the 3 and 9 o clock positions.

Spoilered cuz It's kind of big.
+ Show Spoiler +
[image loading]
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
March 15 2011 22:32 GMT
#83
I like the idea a lot!! :D I hope that the poll results go for a macro map!!
Also like Crazycraft said you should name the map Griffith's Perfect Map™
Good luck dood!!
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
redFF
Profile Blog Joined November 2010
United States3910 Posts
March 15 2011 22:39 GMT
#84
only thing smoke screens are good for are cannon rushes or proxy warp ins, both of which suck.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
March 15 2011 23:34 GMT
#85
i would actually rather have a 3-player map
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Splitintwo
Profile Blog Joined January 2011
35 Posts
March 16 2011 01:51 GMT
#86
First Impressions of the map:

The bridges provide a very small choke which will allow a player to hold their 3 bases very easily.

Play would probably favour building up a doom army in base, or attempting to drop/nydus into the large main.

Doesn't seem to be enough motivation to move in the middle as expansions are very hard to defend and you already have three bases.

Perhaps add more bases/ better terrain in the centre to encourage players to turtle less and make it more dynamic (personal preference) or remove one of the bridges and just connect expansion to centre to weaken the taking of the third which would hopefully make it more exciting while still following the poll results.

Good shout Griffith!
lefix
Profile Joined February 2011
Germany1082 Posts
March 16 2011 03:11 GMT
#87
imho there should be more 4 player maps, with close pos ruled out, basically making it a 3player map as you only scout 2 bases.
Map of the Month | The Planetary Workshop | SC2Melee.net
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
March 16 2011 05:09 GMT
#88
i like the look already but the third in the preview looks a bit TOO easy to take, especialy with the small bridge chokes and cliffs would allow terrans to tank the third easily and protoss to ff the choke forever. muta, banshee and drop harras also seems really strong since you can attack the third then head to the main to attack production buildings in the blink of an eye while the ground army would have to run all the way around. Maybe reduce the main size? there is also alot of room for 4 gates and korean 4 gates in the main too.

imo you shouldn't focus on fancy features and should focus on making the map simple, like luna. luna was a very plain map perhaps even the most dull map ever to be included in pro bw yet it made many epic games because of the simplicty
SimpleNEasy
Profile Joined March 2011
United States22 Posts
March 16 2011 05:24 GMT
#89
I think it looks really good, not going to give my SMALL critiques cause I can obviously tell its just a mini draft. =D keep up the good work
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
March 16 2011 05:44 GMT
#90
Woah.... What... What's up with TL polls all the sudden?

OT: This is a really good idea! Thanks for taking the time to set this all up!
"Friendship ain't a business deal"
StuBob
Profile Joined March 2010
United States373 Posts
March 16 2011 05:47 GMT
#91
You should also have a poll for tileset =P
I play RANDOM!
Griffith`
Profile Joined September 2010
714 Posts
March 16 2011 06:15 GMT
#92
Updated!!!!!!!!!!!!!!!!!!!!!!!!! Check OP =D
griffith.583 (NA)
tainted muffin
Profile Joined August 2010
United States158 Posts
March 16 2011 06:22 GMT
#93
IMHO you should make the minerals 35 instead of 30 so it takes more than just one MULE drop.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10327 Posts
March 16 2011 06:57 GMT
#94
Wow nice, it looks good, however one thing worries me; each corner of the map has 4 close expansions, while the middle of the map (bridges etc.) is quite empty; games might end in 3 base or 3 base turtlers. Also I thin the 3rd should have less resources; 6 min 1 gas may be? Or min or gas heavy. Otherwise 3 bases would seem to be very easy to defend.

Also, to improve the "restricted" expansion path outside of each players' corner, I think you could experiment with the orientation of the gold expansions (the mineral line orientation pretty much). For example, the bottom left corner, if you flip the gold expansion to its right to the left, so that the bottom left player will have to walk past the minerals to build an expo, I think that would help. This way the bottom right player or other can still harass, but will reach the base first before the workers. This would also help expansion paths outside of each corner.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
March 16 2011 08:37 GMT
#95
Question: How did you make the bridges walkable?
Treatin' fools since '87
MuTT
Profile Joined July 2010
United States398 Posts
March 16 2011 08:53 GMT
#96
A protoss's wetdream! I can't wait to play it ^^
MC's strength: confidence weakness: over confidence
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-16 10:00:07
March 16 2011 09:49 GMT
#97
Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints.

T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases.

Long story short: This layout isn't good.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
adso
Profile Joined March 2011
718 Posts
March 16 2011 11:44 GMT
#98
[image loading]
hun13
Profile Joined December 2010
55 Posts
March 16 2011 12:19 GMT
#99
On March 16 2011 18:49 dezi wrote:
Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints.

T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases.

Long story short: This layout isn't good.


I 100% agree.

I think the map looks great while having a lot of appeal to it, but those fundamental flaws set it back a lot.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 14:22:31
March 16 2011 13:59 GMT
#100
On March 16 2011 17:37 NastyMarine wrote:
Question: How did you make the bridges walkable?


Bridges are walkable by default, the real trick is playing with its footprint to 1. disable building on top of bridges and 2. make creep spreadable. 3. import custom icons so they show up on the minimap for each orientation of the bridge

On March 16 2011 18:49 dezi wrote:
Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints.

T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases.

Long story short: This layout isn't good.


There is one "choke point" at your natural (the double bridge) that is only slightly smaller than the choke of terminus Re.

MULE drops aren't free, its at a penalty to Terran (you burn about 130 minerals), its just slightly faster than sending 6 drones/probes to mine it. Though I might change it to either 15 or 35.

The cliff between nat/3rd can't be used to directly siege the 3rd, it doesn't reach the mineral lines or the hatchery. I was actually thinking of removing it not becuase it's imba cliff drops but rather because it didn't really do anything.

The HY might be changed slightly, but so far, they are quite difficult to hold. The mineral lines are vulnerable to storms, siege tanks, infestor fungals, muta harass, etc. It's fair game for all 3 races

Most of these elements are only somewhat applicable mid-late game, which is difficult enough for T as is.

On March 16 2011 15:57 Yoshi Kirishima wrote:
Wow nice, it looks good, however one thing worries me; each corner of the map has 4 close expansions, while the middle of the map (bridges etc.) is quite empty; games might end in 3 base or 3 base turtlers. Also I thin the 3rd should have less resources; 6 min 1 gas may be? Or min or gas heavy. Otherwise 3 bases would seem to be very easy to defend.

Also, to improve the "restricted" expansion path outside of each players' corner, I think you could experiment with the orientation of the gold expansions (the mineral line orientation pretty much). For example, the bottom left corner, if you flip the gold expansion to its right to the left, so that the bottom left player will have to walk past the minerals to build an expo, I think that would help. This way the bottom right player or other can still harass, but will reach the base first before the workers. This would also help expansion paths outside of each corner.




I think expansion-wise what I had in mind for expansions was: After the player has taken 1st, 2nd, 3rd, and gold, he can either, go from his 3rd to the OTHER gold, or go from his gold to the OTHER 3rd



MANY THANKS FOR YOUR COMMENTS & FEEDBACK
griffith.583 (NA)
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