However now that there's a double-sided bases 1v1 map, I can't post mine with any fanfare. ><
One trick I use in mine is that double-sided base has a couple mineral patches at something like 500-750, which means you can deal with drop harass from the far side much more easily after a short time of mining. In your case, using gold patches you can make 33% more (8 patches) and use 33% less capacity (1000 minerals) and maintain the same total resources. With high yield going faster, the minerals would be gone about 2x as fast as normal. Incidentally this weakens mules slightly because it kills the # patches faster --> less saturation.
Once a player takes either side of the double-sided base, it is almost always in their interest (defender) to have it open, so I think you should consider the low capacity option. Otherwise it seems too easy to harass.
Its different, which I really like. I'm so tired of seeing same basic layouts in maps that this one is a super refreshing change of pace. I like a lot of the concepts and the multiple paths leading everywhere. Good, very good.
At first I thought the double-side base placement was bad because it was to easy to secure and defend but I realized it is hilariously easy to harras that worker line. I like.
Cool. My biggest concern is that tank pushes through one of the four high grounds in the middle will be very, very strong. It's very easy to get to and once terran controls the high ground between two bases the other player can't really move out of his nat.
EDIT: For non-cross position start locations. EDIT2: Screens (vs computer).
i like it , i would suggest having heavy loss blockers on the 4 ridges around the middle prevent building placements are force flying unit's. to slowdown tank push towards a zerg as, the extended choke means it's almost practically free roam.
made a pretty big update today fixing alot. map is uploaded to EU and is called Firestorm 1.1
Update 1.1 -Removed the low ground cliff in the natural -Modified the wallin between main to natural so it still takes 3 buildings to wall in but now 1 force field is enough to wall -3rd base pushed back slightly towards the edges and small cliff added outside of it -Texture improvements -Moved main base start location slightly closer to the choke -Pushed back the natural ramp slightly inwards -Units can now move behind the watchtowers -Backdoor expansion mineral changed from 6gold mineral and 2 gas to 6mineral and 2 gas -Reduced the amount in the minerals from 1500 to 1000 and 2500 to 1500 in the geysers -Fixed mineral and geyser layouts in the backdoor expansions for proper and balanced ways to pylon jump with probes (takes 1 gas and 1-2pylons on all positions in and out now) -Changed the rock debris from huge diagonal to standard 6x6 -High ground vision is now needed to attack the destructible rocks in the main -Mineral and geyser layouts changed on almost every single base for practical reasons
On April 02 2012 09:31 MorroW wrote: made a pretty big update today fixing alot. map is uploaded to EU and is called Firestorm 1.1
Update 1.1 -Removed the low ground cliff in the natural -Modified the wallin between main to natural so it still takes 3 buildings to wall in but now 1 force field is enough to wall -3rd base pushed back slightly towards the edges and small cliff added outside of it -Texture improvements -Moved main base start location slightly closer to the choke -Pushed back the natural ramp slightly inwards -Units can now move behind the watchtowers -Backdoor expansion mineral changed from 6gold mineral and 2 gas to 6mineral and 2 gas -Reduced the amount in the minerals from 1500 to 1000 and 2500 to 1500 in the geysers -Fixed mineral and geyser layouts in the backdoor expansions for proper and balanced ways to pylon jump with probes (takes 1 gas and 1-2pylons on all positions in and out now) -Changed the rock debris from huge diagonal to standard 6x6 -High ground vision is now needed to attack the destructible rocks in the main -Mineral and geyser layouts changed on almost every single base for practical reasons
Any plans on having someone publish it officially to the NA server?
On April 02 2012 10:18 Kmatt wrote: Can you update the OP to have a picture of the new version?
On another note, I feel like this could make for a really good 6m1hyg map.
the op has the new version picture xd
Lols. The old meme was "siege tanks op". Now its "would be a good 6m map".
Great work MorroW. I retract all of my concerns I posted months ago. I really like the design features and concepts used in the layout. The only thing I'm afraid of is PvP because it is really aweful on flat main chokes. Maybe it won't be as bad here because the natural's ramp is so close.
On April 02 2012 10:18 Kmatt wrote: Can you update the OP to have a picture of the new version?
On another note, I feel like this could make for a really good 6m1hyg map.
the op has the new version picture xd
Lols. The old meme was "siege tanks op". Now its "would be a good 6m map".
Great work MorroW. I retract all of my concerns I posted months ago. I really like the design features and concepts used in the layout. The only thing I'm afraid of is PvP because it is really aweful on flat main chokes. Maybe it won't be as bad here because the natural's ramp is so close.
yes i understand your concern about it. thats why i buffed it by moving the main abit closer to the chokepoint plus allowing 1 forcefield to block it. stopping 4gate here should be much easier than on tal darim i feel but still harder than a normal ramp map