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[M] (2) Ohana - Page 2

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2404 Posts
August 01 2011 22:39 GMT
#21
I dislike how you can put a pylon on the 3rd highground and warp into the natural. You should either move the rocks, or make enough of the highground unbuildable by the rocks so that you can't warp in units beneath the rocks.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 01 2011 23:15 GMT
#22
After roughly 4 test games with diamonds and masters, it seems I need to re-design the 3rds. Does anyone have some ideas how to layout the high ground 3rds? I'm kinda all over the place with it.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-08-02 19:13:58
August 02 2011 19:10 GMT
#23
Version 0.3 is now released on NA!

0.3 Changes: (balance changes)

1) The back-door to the natural (next to the 3rd with rocks) was re-worked and can no longer allow pylon warp-ins into the natural from the high-ground 3rd.

New Back-door with rocks - can no longer warp-in units from the high ground into the natural:
[image loading]

2) XWT range reduced by 2 and can no longer peek onto the high ground ramps in the center.

Before:
[image loading]

After:
[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 02 2011 19:35 GMT
#24
I forgot about the main issue one of my maps had (it had the identical main/nat/third setup). That was that the third was too far, and wasn't possible to hold because it was so far away and open to attacks. I think the solution would be to add an easier expansion, but keep the current third. Maybe put an expansion against the main?
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Proko
Profile Joined February 2011
United States1022 Posts
Last Edited: 2011-08-02 20:06:21
August 02 2011 20:05 GMT
#25
the new version looks nice. I hope some folks pick it up
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 02 2011 20:36 GMT
#26
On August 03 2011 04:35 monitor wrote:
I forgot about the main issue one of my maps had (it had the identical main/nat/third setup). That was that the third was too far, and wasn't possible to hold because it was so far away and open to attacks. I think the solution would be to add an easier expansion, but keep the current third. Maybe put an expansion against the main?


This is a consideration. I was thinking of transforming one of the bases into golds, but if not I will add one near the main base facing the center, only problem is it will be close to the low-ground base.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 02 2011 21:12 GMT
#27
On August 03 2011 05:36 IronManSC wrote:
Show nested quote +
On August 03 2011 04:35 monitor wrote:
I forgot about the main issue one of my maps had (it had the identical main/nat/third setup). That was that the third was too far, and wasn't possible to hold because it was so far away and open to attacks. I think the solution would be to add an easier expansion, but keep the current third. Maybe put an expansion against the main?


This is a consideration. I was thinking of transforming one of the bases into golds, but if not I will add one near the main base facing the center, only problem is it will be close to the low-ground base.


True. You could put it on the low-ground between the natural and third, and make that tree area smaller?
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-08-02 21:26:52
August 02 2011 21:24 GMT
#28
Ok, I tried this out monitor... what do you think?

[image loading]

[image loading]

Now, it's very close 4-base play, but this could be resolved if I block the entrance to the high ground 3rd/4th (like shattered temple).
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 02 2011 22:38 GMT
#29
On August 03 2011 06:24 IronManSC wrote:
Ok, I tried this out monitor... what do you think?

+ Show Spoiler [Images] +
[image loading]

[image loading]


Now, it's very close 4-base play, but this could be resolved if I block the entrance to the high ground 3rd/4th (like shattered temple).


That looks pretty good. I would adjust it a little bit, something like this so that the low ground expo is easier to hold, and the high ground expo is harder to hold. It would also make it slightly less awkward (less moving your army around in weird spots).
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-08-03 18:50:26
August 03 2011 18:47 GMT
#30
@monitor:
I tried 2 ramps and it looks funky, not to mention how easy it would be to park tanks and fire across the low ground into the other base, so I edited the ramp a little, as well as the minerals and moved them closer to the nat ramp and came up with this:

[image loading]

This is similar to Shattered Temple, where you must destroy the rocks to take the base. The 3rd on low ground is designed to encourage more expanding because of limited resources, so you have a choice for a hidden base (near the main), or a high ground base but can take time to get to.

My only big worry or concern is that this could be too easy to defend on 4-base play.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-08-03 18:51:59
August 03 2011 18:51 GMT
#31
On August 04 2011 03:47 IronManSC wrote:
@monitor:
I tried 2 ramps and it looks funky, not to mention how easy it would be to park tanks and fire across the low ground into the other base, so I edited the ramp a little, as well as the minerals and moved them closer to the nat ramp and came up with this:

[image loading]

This is similar to Shattered Temple, where you must destroy the rocks to take the base. The 3rd on low ground is designed to encourage more expanding because of limited resources, so you have a choice for a hidden base (near the main), or a high ground base but can take time to get to.

My only big worry or concern is that this could be too easy to defend on 4-base play.


Mmmm.... I donnu. I don't really like it that it's an island (it'll be easy for Terran, and a pain for Zerg), but I guess it could work out. If you just broke down your backdoor rocks, wouldn't that make it pretty easy to turtle on 4 bases?

[edit] I would keep the ramps like they are in the OP.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-08-03 18:57:56
August 03 2011 18:56 GMT
#32
The 3rd is the main issue right now. Unless, I take that low-ground base and shift it to the right of the main natural ramp? Or I could just do it the easy way and remove the larger rocks and extend the ramp out so it's a little further to get to, leaving it more open.

I don't know what you mean 'keep the ramps like they are in the OP', could you elaborate?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 03 2011 19:02 GMT
#33
Ok, I did a quick change and personally this feels like the only way to go if there's going to be a low-ground base there:

[image loading]

In this picture, the larger rocks are removed, but the ramp is pushed out more, making it a longer distance to actually get to the high ground base (to reinforce or saturate) unless you break the back-door rocks down. Now, you still cannot warp-in from the high ground into the natural, and if your low-ground 3rd is being seiged, you can attack them by running up the ramp. I think this is the best option personally, as there is flow to every way of playing around it.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 03 2011 19:24 GMT
#34
On August 04 2011 04:02 IronManSC wrote:
Ok, I did a quick change and personally this feels like the only way to go if there's going to be a low-ground base there:

[image loading]

In this picture, the larger rocks are removed, but the ramp is pushed out more, making it a longer distance to actually get to the high ground base (to reinforce or saturate) unless you break the back-door rocks down. Now, you still cannot warp-in from the high ground into the natural, and if your low-ground 3rd is being seiged, you can attack them by running up the ramp. I think this is the best option personally, as there is flow to every way of playing around it.


Alright I spose that's fine. I'll try to give it some more thought, you might have to rework that 3rd/4th area completely to make it work though.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-08-03 20:01:59
August 03 2011 20:01 GMT
#35
TPW Ohana
Made By: Monitor

lol.

Is there a reason you want that little low ground area to seperate the nat & the 3rd? Why not just keep it lowground & put the third closer to the natural and add some high ground & rocks between the 3rd/4th.

[image loading]

Orange = lowground, green = highground, brown = rocks, blue = places for minerals
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 03 2011 20:04 GMT
#36
It's a thought, but I also messed around with it more and came out with this:

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 03 2011 20:22 GMT
#37
Sidian's idea:

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-08-03 20:36:39
August 03 2011 20:31 GMT
#38
I was more so thinking get rid of the rocks on the ramp, move that 3rd closer to the ramp & put rocks right beside the ramp. kind of by the ramp & that tiny little pillar you put in.

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
August 03 2011 21:41 GMT
#39
5 fucking bases in that small area ... GJ on ruining the map so far with *not that good* input.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-08-03 21:57:04
August 03 2011 21:43 GMT
#40
Okay lol, I did some thinking...

      + Show Spoiler [My Ideas] +
[image loading]


I would do something like this for a few reasons. Primarily, it goes more options to where you take a 3rd, and makes each option very viable. Here is a drawing I made:

      + Show Spoiler [My Reasoning] +
[image loading]


Basically you've got the option of taking an aggressive third, that shortens the distance to the opponent, or you can take one that makes the distance farther. Each base leads to another base- the middle bases are gold to encourage taking them as a 4th.

I adjusted a lot of ramps slightly (yes, it wasn't just me being sloppy- I actually meant to move them) to make the expansions easier to defend and harder to attack into. However, I opened up some of the middle area to make aggression easier for Zerg. I also adjusted the minerals on the lowground side expo (you'd take it as a 4th base) so that its more vulnerable to air harass, and isn't protected by the main.

[edit] My numbers are all screwed up because I labeled the natural 1...
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
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