[M] (2) Neo Korhal Brawl - Page 2
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Gfire
United States1699 Posts
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The_Templar
your Country52797 Posts
On September 18 2011 05:38 Gfire wrote: I like the new version. The path in the center is cool, it wouldn't be too useful in the early game but it causes the attack paths to be altered based on expansion patterns, it should be pretty dynamic. Overall quite a good map now. Thanks! ![]() | ||
Randomaccount#77123
United States5003 Posts
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The_Templar
your Country52797 Posts
On September 18 2011 13:19 Barrin wrote: Oh wow lol. That was the biggest map improvement I've ever seen. Still needs some refinement, but it's looking good. Thanks ![]() I will also work on the center pathway. Thank you! Edit: Also, you mention refinement being needed. Can you specify a certain area that could use some improvement? Or is it more of an aesthetic thing? etc. | ||
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The_Templar
your Country52797 Posts
edit: done | ||
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The_Templar
your Country52797 Posts
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Namrufus
United States396 Posts
+ Show Spoiler + ![]() Misplaced Doodad: fairly obvious. Add highground ridge: if you're still looking to change up the center path, then maybe you could do somethng like this. It would make the watchtowers a little harder to hold. Awkward min/gas placement: the gas and minerals are kinda close to the middle of those ramps, which is a little weird and imo will be annoying to defend. | ||
Gfire
United States1699 Posts
I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement. | ||
EatThePath
United States3943 Posts
On September 25 2011 01:36 Gfire wrote: I'm a bit afraid of pylon warpins into the main from the dark concrete highground expos. It's too far for pylon range. I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement. I agree in principle but I'm not sure it's a big deal. I think the distance is large enough that more than 9 squares could be good for the nat choke so FE isn't obligatory. The lefthand 3rd is so open, it might be nice to have some kind of cover around the left side of the mineral line/geyser. | ||
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The_Templar
your Country52797 Posts
On September 25 2011 00:45 Namrufus wrote: here are my suggestions, if you want to take them: + Show Spoiler + ![]() Misplaced Doodad: fairly obvious. Add highground ridge: if you're still looking to change up the center path, then maybe you could do somethng like this. It would make the watchtowers a little harder to hold. Awkward min/gas placement: the gas and minerals are kinda close to the middle of those ramps, which is a little weird and imo will be annoying to defend. misplaced doodad: On it! Center: Why is the center bad? Every map has a highground/low ground middle. This map is actually somewhat original in the fact that you can prevent passage through the middle with ranged units like tanks from the watchtower and they can't see you. This makes the third easier to defend. The awkward placement of mineral lines: the third is placed like that to encourage expanding to the fourth base. The fourth base: Whats wrong with gas right next to the ramp? Edit: I think the main and natural could be readjusted somewhat. I think the nat choke is too small at 9. Both bases could be expanded into the air space quite a bit. This way, you could increase space between the main and the other high ground expo without sacrificing building area inside the bases, and be able to most the expo with the awkward resource placement. While testing the map, I had a complaint that forge FE was too hard with 11 squares. I tested it with 11 overpool and almost broke in. I also came ahead economically. So, I reduced the width to 9. Note to everyone: Please test this map if you are on NA. | ||
Gfire
United States1699 Posts
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The_Templar
your Country52797 Posts
On September 25 2011 06:27 Gfire wrote: 9 squares is way smaller than any mainstream map right now afaik. Players FFE on way more open maps and get away with it. ok. Should I widen it to 11 squares? 12? More? | ||
EatThePath
United States3943 Posts
On September 25 2011 10:47 TehTemplar wrote: ok. Should I widen it to 11 squares? 12? More? I would say it's up to you, use your judgement. The primary metric is how many 3x3 buildings it will take, so 11 and 12 are kind of the same. But 13 is huge! ![]() | ||
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The_Templar
your Country52797 Posts
On September 25 2011 12:55 EatThePath wrote: I would say it's up to you, use your judgement. The primary metric is how many 3x3 buildings it will take, so 11 and 12 are kind of the same. But 13 is huge! ![]() Is there a problem with 9? Because I will change it if it is a problem. | ||
a176
Canada6688 Posts
On September 25 2011 02:26 TehTemplar wrote: EatThePath is correct. misplaced doodad: On it! Center: Why is the center bad? Every map has a highground/low ground middle. This map is actually somewhat original in the fact that you can prevent passage through the middle with ranged units like tanks from the watchtower and they can't see you. This makes the third easier to defend. The awkward placement of mineral lines: the third is placed like that to encourage expanding to the fourth base. The fourth base: Whats wrong with gas right next to the ramp? Edit: While testing the map, I had a complaint that forge FE was too hard with 11 squares. I tested it with 11 overpool and almost broke in. I also came ahead economically. So, I reduced the width to 9. Note to everyone: Please test this map if you are on NA. Open an image of your map in paint or photoshop. draw some arrows from the main to indicate how you would move your army to attack the other base. the issue is the middle area of your map will probably never see use as players would just run around it to get to where ever. | ||
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The_Templar
your Country52797 Posts
Open an image of your map in paint or photoshop. draw some arrows from the main to indicate how you would move your army to attack the other base. the issue is the middle area of your map will probably never see use as players would just run around it to get to where ever. The middle is not supposed to be useful early to mid game, but when you have 5 bases, the middle provides a quicker and easier way to pressure your opponent's bases, traveling from your 5th and 4th bases. | ||
Namrufus
United States396 Posts
On September 25 2011 02:26 TehTemplar wrote: Center: Why is the center bad? Every map has a highground/low ground middle. This map is actually somewhat original in the fact that you can prevent passage through the middle with ranged units like tanks from the watchtower and they can't see you. This makes the third easier to defend. It was a suggestion to solve the problem percieved by other posters that the middle path would be unused. the idea behind the suggestion was that it would give players an incentive to control the middle in order to control access to the watchtowers. I didn't mean to say that the middle was "bad" as it is, it seems like you have put a lot of thought into how that area works ![]() The awkward placement of mineral lines: the third is placed like that to encourage expanding to the fourth base. if that is intentional, that is really an interesting feature. The fourth base: Whats wrong with gas right next to the ramp? it makes the geyser more vulnerable, and with the resources and cc/hatch/nexus so close to the ramp, it might make it annoying to attack or defend there imo. | ||
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The_Templar
your Country52797 Posts
I tested this several times over the course of the last few weeks. The middle, I found, is used early-game as the shortest attack path. Edit: The main to main path does not go through the middle and is 150. The nat to nat distance does go through the middle and is 137. | ||
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The_Templar
your Country52797 Posts
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Namrufus
United States396 Posts
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