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![[image loading]](http://i.imgur.com/jYr5I.jpg)
The World Tree work in progress not yet published public
Description 2 player mirrored map with closer air then ground spawnlocations. + Show Spoiler +Dont worry, its the Haven Tileset 
MotM #7 scores: 7.2 / 6.5 / 8.0 avg 7.2
Dustin browder award!!! + Show Spoiler + + Show Spoiler +If we look at this months submissions we can clearly see that the teachings of one of our spiritual leaders – which is Dustin Browder – are disappearing slowly. No blocking of every expansion except for the natural. No denying of half the chokes. Nothing to complicate expanding to an island. What happened to island expansions anyway? As you see it wasn't that easy to determine a winner for this months Dustin Browder Award. However there actually was a map that sticked out because of its unique usage of Destructible Rocks. The World Tree by ihasaKAROT. It's also the first time this award complies to it's title because it actually changes the balance quite a bit: Have rocks: Balanced Rocks gone: ZERGS WREAK HAVOC!! This is one map where you want to send your first 4 Zerglings to your opponents side to start destroying the rocks, ignoring scouting SCV's and early Marine pressure, just to get that advantage in the late game. I salut to you sir for remembering our mighty lord of mapbalance, Dustin Browder.
Overview + Aesthetics + Show Spoiler +topdown ![[image loading]](http://i.imgur.com/sDhuq.jpg) angled ![[image loading]](http://i.imgur.com/tv4g5.jpg) the world tree ![[image loading]](http://i.imgur.com/WJtXb.jpg) middle (water is pathable) ![[image loading]](http://i.imgur.com/nrGm5.jpg) behind main (everything behind the trees is unpathable) ![[image loading]](http://i.imgur.com/uNBdd.jpg) behind gold / 5th (also everything highground there unpathable) ![[image loading]](http://i.imgur.com/9xx7i.jpg) lost? ![[image loading]](http://i.imgur.com/34jCK.jpg)
Analyzer + Show Spoiler +summary ![[image loading]](http://i.imgur.com/t93Xi.jpg) rushdistance ![[image loading]](http://i.imgur.com/tKv37.jpg) nat-to-nat ![[image loading]](http://i.imgur.com/Gnzyu.jpg)
The World Tree The World Tree is a destructible blocking the gold expansion. It has the following specs: - 2500 hp - 3 armor - 3 liferegenrate - massive, biological, armored - targetable by ground and air - unique ingame icon (tree) and armortype (bark) (see screenshot)
Other features The main bases have a cliff looking out over the middle, with a LoS curtain in between the cliff and the main. This can be used for drops, scouting or hiding tech for example.
The path leading north out of the natural has a LoS screen there, just outside the natural area. This to further encourage flanking and multipronged-attacks.
The XelNaga Tower is slightly out of the 'natural meeting point' , but taking it can mean you can shield yourelf from surpriseattacks from the LoS in the middle (see screenshot)
The middle can be opened up by destroying the destructible rocks on the middle ramp, giving slightly more flanking or attackingpaths.
The base down from the naturalramp has a large area around it, but destructible rocks on the field make for different attackpaths. Kill the rocks for a larger area to defend or attack a base or army.
The gold has 8 patches and a rich vespene geyser. The tree is pretty resillient (wont die to 1 random small unit) and its attackable from alot of areas. This creates a risk-reward situation.
The bottom expansion also has 8 patches, but is attackable with siege (tanks, colossi and broods for example) and also has 2 openings on the side. Also its on the natural flying route.
The top blue highground expansions dont have alot of minerals, but are easier to defend. However there is an area to drop, warpin or cliffhop units to herass.
Work in progress Like states, its a work in progress, I think I balanced it pretty good, some playtests havent really revealed any big balanceissues. I really really like to know what everyone thinks of the map!
Tnx to - you know who you are -
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lol i adore the fact you have to destroy the world tree to get a gold expansion.
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United States10189 Posts
love the tree idea as a des. rocks. however, i dont like it how you only need to defend 2 chokes to go up to 5 bases. taking out a base or making another pathway seems like a good idea. really good though!
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This is really good! Amazing in fact! I would totally play on this if it were released on NA.
One suggestion: Move the watchtower up so it doesn't cover the middle pathway but covers the gold instead.
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my suggestions:
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Aesthetically, this is the best map I have ever seen. My only concern is that there are too many cliffs in the middle, which feels suffocating to play on. I love this tileset, and water and trees is always so much better to look at than gray and brown wastelands.
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lol i adore the fact you have to destroy the world tree to get a gold expansion. Talk about risk-reward ey 
love the tree idea as a des. rocks. however, i dont like it how you only need to defend 2 chokes to go up to 5 bases. taking out a base or making another pathway seems like a good idea. really good though! Dont forget, it also means there are 2 main attackpaths. Theres a big droparea on purpose in the main and 5th. Playtest showed no problems, and actually pretty fun round around the rocks fights but on watchlist for sure!
This is really good! Amazing in fact! I would totally play on this if it were released on NA. One suggestion: Move the watchtower up so it doesn't cover the middle pathway but covers the gold instead. Amazing? its the first draft, doenst get to be amazing yet The watchtowerarea will change a little, need more input on that.
Holy shit lol this is awesome. But I could never bring myself to kill a big tree like that IRL. Tnx sir I could never bring myself to command an army IRL either, so I think we are ok with just a tree.
Aesthetically, this is the best map I have ever seen. My only concern is that there are too many cliffs in the middle, which feels suffocating to play on. I love this tileset, and water and trees is always so much better to look at than gray and brown wastelands. Wow... thnx Also like my reply to Meerel, the analyzer changes the middle a little somehow, its actually more open in the actual map. No reports yet on too cramped space there.
@Meerel The 'third' used to be closer, however it was too close according to testers, making it too easy to defend bases if you just held the middle. This way played out better because its slightly further spread out. This is on my watchlist in games n replays 
The Xelnagatower on the highground ... I guess I can make abit of that lowground, or that whole area... need more input on that. The middle is actually pretty wide, the analyzer doesnt display it properly.
The minerals are in the path on purpose. As someone else pointed out, the 5 bases are pretty close, I added a few points to watch, to not make it too easy to hold. Also watching this for more input.
The bottom expo was last to finish, I will open those up a little + Show Spoiler [about bottomexpo] +There used to be rocks on both sides, I removed them but never widend the gap  tnx for pointing it out, will fix
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top 3 coolest name ever.
I'll edit in a real post when I have less beer in me. First impression: looks a little simplistic. But the neutral bases are well designed.
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Visually, it looks amazing. I'll comment on the layout when I get home from work.
Nice work!
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I like the design of this map.
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@Mereel Since when is a Xel'Naga Tower on the high ground always bad?
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Slightly proper update to the map:
- more space in the middle - better pathing in the middle - new aesthethics in the middle - centerbottom expo more room to get in n out - textures on 3rd big area made alot better with new texture (ditched belshir rocks, they didnt fit anyway)
# Also, during development, a carrier with zealots seemed to have crashed into my editor on a deserted island, luckily theres some sort of hatch there.... you might say they are abit ...+ Show Spoiler +lost ![[image loading]](http://i.imgur.com/34jCK.jpg) doh! #
images updated in OP
@ETP and Holi, lemme know, still can use all (sober) feedback
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I think you should use an other water texture, one without those searose stuff. Else, looks really nice 
with the custom "structure" (world tree), the map isn't melee, or am I wrong?
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You are wrong its still melee
There are actually 3 different wattertextures: - the lillypad belshir one (modified) for sea n inner water - haven brighter water for the oasis areas - avernus (modified) for highgroundwater
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On June 23 2011 05:24 ihasaKAROT wrote:You are wrong  its still melee There are actually 3 different wattertextures: - the lillypad belshir one (modified) for sea n inner water - haven brighter water for the oasis areas - avernus (modified) for highgroundwater
well, I meant the one texture for the sea around. It doesn't really look oceanlike.
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I agree, but Its the one that goes best with the green look on the map, without being too distracting. Dont forget that you arent playing in the sea, the most you will see are the shores, wich makes the water a perfect option , in my opinion ofcourse .
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Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster?
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On June 23 2011 06:27 Blasterion wrote: Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster?
hmm, does this tree burn when Hellions shoot at it? :D
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On June 23 2011 06:45 Ragoo wrote:Show nested quote +On June 23 2011 06:27 Blasterion wrote: Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster? hmm, does this tree burn when Hellions shoot at it? :D That'd be Awesome.....
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On June 23 2011 06:27 Blasterion wrote: Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster? Now I'm thinking how Reapers would deal their damage...
They deal to structures extra damage (which structures are usually considered armored), but they also are good against light units
o_O
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On June 23 2011 06:49 zhurai wrote:Show nested quote +On June 23 2011 06:27 Blasterion wrote: Awesome map Quick Question Why can't the tree by Light armored? So hellions burn it faster? Now I'm thinking how Reapers would deal their damage... They deal to structures extra damage (which structures are usually considered armored), but they also are good against light units o_O Structures will have the priority I believe
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Basicly, its the same attackprios as the normal destructible rocks/debris. The 'only' things changed are the armortypes (to suit a tree) , the model (tree) and the ingame icons/graphics.
The tree doenst burn on hellionfire (awwww) , thats because its a really big tree, having it be instantly on fire is really really really ugly I had it, its just ... very bad looking 
Ondeathanimation is also the same still as the destructible rocks (however looking to change once I figure out how to do me own )
What you guys think of the new middle? Had some comments on the old version, curious if its improved now.
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On June 23 2011 07:40 ihasaKAROT wrote:Basicly, its the same attackprios as the normal destructible rocks/debris. The 'only' things changed are the armortypes (to suit a tree) , the model (tree) and the ingame icons/graphics. The tree doenst burn on hellionfire (awwww) , thats because its a really big tree, having it be instantly on fire is really really really ugly  I had it, its just ... very bad looking  Ondeathanimation is also the same still as the destructible rocks (however looking to change once I figure out how to do me own  ) What you guys think of the new middle? Had some comments on the old version, curious if its improved now. Awww no burning is a shame but I think Hellions should do bonus dmg vs a Tree xD.
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WHY WOULD YOU HAVE TO KILL THE WORLD TREE?
I OBJECT TO PLAYING ON THIS MAP!!!
It looks pretty great :D
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On June 23 2011 08:29 Yoshi Kirishima wrote: WHY WOULD YOU HAVE TO KILL THE WORLD TREE?
I OBJECT TO PLAYING ON THIS MAP!!!
It looks pretty great :D Because you are a tree hugger like Archimonde. Hyjal attacks!
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On June 23 2011 08:28 adso wrote:carrier/lost.. took me 3 minutes to get it ..i mean an island / lost ok "standard", but the carrier.. ha ha ha ha ha hahah... 
If its not clear, in my defense, Ive never watched a single episode of lost
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off topic: commercial flights/planes are referred to as carriers.. still smiling about it (my not catching it from the get go).. and we are 8 hours later 
on topic: the middle base's lower crown (between mains) is still meh come on, get your brushes out man.. ..air units are gonna need air traffic controllers on it with the amount of play it'll have
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Okay given this map a bit more of a look over, and I still really like it. Not sure if you have updated the OP with new images but I would still open up the middle a little, and open up the choke for the gold and (maybe) the bottom middle blue base.
Overall. Kickass tree needs to burn, jus' sayin'!
GW!
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I like the narrow chokepoints at the 6oclock. I would rather there was a little more space inside though. You can just pull the minerals and the ground down a tile or two.
I am having problems with the geysers poking out at the 3rd. In principle stuff like that is fine but I don't see any reason for it on this map. Additionally, the those dest. rocks are interesting in that space up there (and I'm sure there have been fun positions / engagements), but I don't think they do the best job at the purposes required there. So...
![[image loading]](http://img402.imageshack.us/img402/3928/sdhuq.jpg)
Little things:
1. Are those LosB around the water, and you can walk up through there? If that is unpathable . If it's another route up to the hill just south of there, .
2. This base is awesome.
3. The analyzer shows this has a decent access chokepoint but the overview shot makes it look so narrow. Make sure lings don't have too hard a time funneling in there. Otherwise I really like it on a map this big and far.
4. These little areas need some trees to fill in the edges below the ramps, in my opinion. I think it would look better and the pathing flow would be slightly improved.
Major remodel:
As you can see I totally marked up the 3rd base. This is direction I think it should go but you don't have to be so heavy-handed, I just wanted to make it clear what I thought. The water now wraps around at the 4th base to give it a little more protection and to highlight the function of the dest. rocks, which moved towards that area. Now it's sort of a 5 way intersection with the rocks in the middle, not just a wide open space with a forcefield anchor. Note about rocks in the open: it's REALLY hard to use them as a wall to decrease surface area against zerglings, for example, because you can't right click to move against them, you have to m + click which is really hard to realize you need to do in a split second.
The 3rd moved over so it's completely shielded, but it is still rather vulnerable and much closer distance to opponent. I also put that clump of trees in because the open space was overwhelming. Maybe you can think of something more interesting. But I kind of like how it's still open and creates a corner, before there is a base there. Once the base is taken you definitely feel like it defines a threshold of inner territory and the outer contested side.
One of the reasons the 3rd was awkward for me was because there was no good way to put down defenses. If you try to wall right against your resources to block those little holes, it's susceptible to ranged attack. If you try to wall further out so you can put your own guys behind the wall, it's really far out there. No matter what it would be clunky.
I highlighted in light blue a possible narrow angled path for harass into the 3rd mineral line from the north side of the trees. My only concern is that it'd be a bitch to fend off a squad of marines if they can just hide in the channel and present a small surface against lings for example.
I feel like these adjustments don't really alter the major flow of the map. The northern open space is so remote from the attacker's point of view, I don't mind adjusting how it flows as long as it still functions as a pivot between all those neighboring areas. If you want to keep it more open, you could scrunch the resources at the 3rd together more so they don't require as much of a lengthy tree line for shelter.
Also I dunno how it is in game but the lighting looks a little dark. Is that the mood you're going for? I would like just slightly brighter. ;D
I keep envisioning awesome scenarios where the battle lines keep flowing around to different latitudes. This map is all about the latitudes across the center contested areas. That's why I have no problem with the powerful watch towers cause there is so much room to take a different route, and even abandon certain areas of control. I want some games. I think any matchup involving a terran would be extremely cool to watch on this map.
typo edit
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Oh boy ETP You surely are sober now 
1. That whole area is pathable, and yes those are LoS blockers
2. Thank you 
3. Thats only attached to the mainbase. Its small but it's also pretty far from the 'main' area, so if you would drop siege there, you wouldnt be 100% screwed 
4. Reworked that whole bottom part! + Show Spoiler +
As for the 3rd base. Theres gone alot of thought into that layout, based on playtesting mostly. In alot of games, the aggresive type of player expanded to what you described at the 3rd (the middle one). The more defensive teching and sneaky players went for the 3rd in the farleft and farright.
This actually made the game more enjoyable, since the aggresive players had their armys more forward, and so also their expansions and production where needed. While the defensive players did hold the middle, but were more safe.
The waterpath behind the middle 3rd is not pulled all the way trough, to not give siege a rediculous advantage. However, I will make that patch of water at the top slightly bigger, also adding trees just outside the natural ramp like you suggested.
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New 6 oclock is pretty
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ty 
also I put in some treasure on the beach
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It looks really awesome. At a quick glance, though, it seems like there are way too many tight chokes to be able to properly navigate and/or engage your opponent.
I haven't played on this map, though, so I might be wrong.
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Love the idea of it!: D Amazing looking map, gotta check out in custom ^^
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On June 27 2011 04:29 svefnleysi wrote: It looks really awesome. At a quick glance, though, it seems like there are way too many tight chokes to be able to properly navigate and/or engage your opponent.
I haven't played on this map, though, so I might be wrong.
For example, the 'choke' at the bottom of the 3rd is 3rax 1depot wide. But I can imagine it looks cramped, however its pretty wide and theres ways to open up the battlefield 
Will publish on EU when I get home (need US publisher) also will update screenshots then
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Ty) Nice map, awesome looks!
On a not so serious note I'd like to see male piloted Medivacs burn the Tree with viking rockets..
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