that looks gorgeously dark. ^^ i think the thirds might be awkward to take in certain matchups. The outer parts of the map look really great from the overview... is there a way you can show what they look like in game-view? (:
yes yes yes please game screenshots (so graciously offered by blizz [function+S] i believe...) or play windowed and screen shoot your awesomeness with cp screenshot function
the difference is often palpable... do them on low and high please
It looks great. A good threespawn map is always impressive.
A lot of three player rotational maps seem to be struggling with making the third balanced to all spawn points. It seems to me that the player behind counter-clockwise will have a much tougher time taking a third. I don't know if there's an easy fix to this.
I really like the aesthetics with the resized plates inside the plates at the middle expansions and by the tower.
It looks like the obelisk lifts up in the air when activated. Is this true? If it is, it's super cool
On March 12 2011 10:54 NATO wrote: Awesome map. Much better than the lame ones in GSL.
This is an interesting thing to say considering the op created two of the "lame" GSL maps. I can't tell if you're trolling and trying to be a dick, or you didn't know he made GSL maps.
Sweet! This looks really great. Hopefully someone can publish this on NA and I can try this out. Thanks for the contribution, can't wait to start playing on it
I would really like to get this up on NA. Looks very fun to play, and really well balanced. I could upload it to NA and EU if you want. PM me and I'll tell you my email.
I dont know, I just dont like it. It is certainly better than everything in map pool (except for XNC), but the third near base is pushed to center, only other option for zerg is that corner low far away base.
Is it only to me, or does this map look abit terran favored? Alot of thin chokes and high grounds
I'll assume your speaking of TvZ.
There are many alternate paths promoting Zerg flanks and counter attacks. Not every feature of a map has to be designed by a Zerg for it to be "balanced".
On March 17 2011 19:35 Trawler wrote: Is it only to me, or does this map look abit terran favored? Alot of thin chokes and high grounds
Well, remarking balance on simply the premise of sight it stupid, however, one should remember that Terran is severely struggling versus Protoss right now (and to some extent Zerg too)
Nice to see a 3 players map. Blizzard really should let their map making teams to go Korea and get a tutor from .Prime map makers. For people worry about imba, well certain map will favour one race more than the other two, that has been the case since forever. Thats why we need 2-3 new maps each season to balance things out from the "macro" POV. And having 2-3 maps each season will renew the game forever both strategy-wise and spectator-wise
This map kicks ass. The third can be protected quite well with the LOS blockers. Eventually they can break down the rocks at the third and that area covered I assume has no LOS blocker at it.
That Obelisk watchtower looks sick cool ingame. Overall really pleasing aesthetics and very solid layout. Looking forward to seeing matches on this map
The 3 o'clock position actually has a disadvantage. You gather minerals slower than on the other to starting locations cause your mineral patches are a bit further away from your CC/Hatch/Nexus. You can try it by doing exactly the same buildorders with no scout. Watch your timings, your are slower on 3 o'clock.
how far off are these timings? realistically, unless two players are doing mirror builds, this won't be an issue.
I doubt even if they were doing mirror builds it would be an issue. Its got to be such a minute number, minerals are hardly farther away. Whoever played better would win for sure, it wouldn't be whoever spawned not in the 3oclock position lol.
It's not gamebreaking for sure. Just wanted to point it out. For example: Pylon (9) -> Gate (13) -> Assimilator (15) -> Pylon (16) -> Cybercore (18) -> Zealot (19). At the 3 o'clock position the Zealot is about ~8 seconds later than on the other two locations.
The problem with mineral patches is that they are 1x2 and not 1x1 or 2x2 so the odd positions makes it pretty much impossible to give all starting locations an identical income.
No harm in pointing it out I think and if a small rearrangement of the patches can make it perfect it's cool, but I'm not sure it's actually possible to do anything about it.
Looks awesome. It's great to start seeing some good 3p maps these days. I myself am a symmetry-perfectionist and always use 4p restricted spawns (like Shakuras Plateau ) to simulate a 3p map but this map looks fairly balanced.
It looks like a pretty high-action map with the open third bases... Definitely could encourage some more diverse play. I haven't really seen much on 3p maps yet so I'd love to see games on this map, and see how they turn out.
On March 21 2011 17:06 Nage wrote: Why isnt this map playable on US yet? actually, none of the new GSTL maps are available. Plz guys, put it up on the US server
blame SCC-Faust :D I send him the maps asap I got them.
WTB this on US server along with Dual Sight! These maps look amazing. Great work guys. Keep on outdoing the Blizzard map-makers and they might just hire you!
that's my fault, i took it down on monday because i was having problems updating it to the current version. i finally figured out what the problem is with the help of Serejai, it's up as GSL Xel'Naga Fortress
On March 31 2011 11:21 Antoine wrote: that's my fault, i took it down on monday because i was having problems updating it to the current version. i finally figured out what the problem is with the help of Serejai, it's up as GSL Xel'Naga Fortress
only minor changes btw
It's funny because we were doing a Koth not too long ago and people were like let's play Xel'naga fortress and I couldn't find it. Now the Koth is over and you get it up!
On May 24 2011 02:28 Rosvall wrote: The new version of this map has an additional feature. The center (And only) Xel'Naga Watch tower self destructs after 7 minutes.
This helps a bit against T sieging the center as well as promotes more agile scouting in the mid game instead of relying on the towers.
Haha, are you trolling?! I can't test it out at work, can someone confirm this?
It certainly would be an interesting feature, but when you put stuff in that is too quirky then players and spectators can get really confused.
On May 24 2011 02:28 Rosvall wrote: The new version of this map has an additional feature. The center (And only) Xel'Naga Watch tower self destructs after 7 minutes.
This helps a bit against T sieging the center as well as promotes more agile scouting in the mid game instead of relying on the towers.
Haha, are you trolling?! I can't test it out at work, can someone confirm this?
It certainly would be an interesting feature, but when you put stuff in that is too quirky then players and spectators can get really confused.
In todays GSL matches the XNT on Xel'naga fortress would "randomly disappear". Tasteless and Artosis were not aware of the change and seemed rather confused about it, they thought it was destroyed by one of the players Several people in the Live Report thread stated that it would selfdestruct after 7 minutes though which seems to be the case.
On May 24 2011 02:28 Rosvall wrote: The new version of this map has an additional feature. The center (And only) Xel'Naga Watch tower self destructs after 7 minutes.
This helps a bit against T sieging the center as well as promotes more agile scouting in the mid game instead of relying on the towers.
Haha, are you trolling?! I can't test it out at work, can someone confirm this?
It certainly would be an interesting feature, but when you put stuff in that is too quirky then players and spectators can get really confused.
Nope, no trolling.
It really is an interesting feature. Quite bold change as well, I like that they are experimenting a bit. Personally I've always found it odd that all maps have Watch Towers so this is a cool feature I endorse.
How ever if it gets to confusing for the players with dynamic maps then I guess it would turn out to be a bad thing. I can imagine scenarios such as several different maps having Xel'Naga Watch Towers self destruct at different times being really annoying to keep tabs on. So they should probably leave it as a feature in a very few selected maps or always keep the timer on self destruct the same.
Furthermore I'd like it if they increased the timer to, let's say, 10 minutes as well as made them destructible. That way if you focus on an early army to gain map control you can kill it off when you feel that the opposing player is going to overtake that map control. Let them have 0 armor and around 2000-3000hp.
i dunno, the map looks beautiful, the layout looks good, but i don't recall seeing any exciting games on this map. they all seemed to end pretty fast :D i haven't seen it often enough, tho.