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[M] (4) Burning Altar - Page 2

Forum Index > SC2 Maps & Custom Games
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[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
December 10 2011 19:53 GMT
#21
On December 11 2011 04:20 JimSocks wrote:
remove those ledges above naturals. terran siege tank drops imba


It was on the third, and yes it is a very abusive position for terrans.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 10 2011 19:58 GMT
#22
On December 11 2011 04:20 JimSocks wrote:
remove those ledges above naturals. terran siege tank drops imba


I think people specifically look for spots that siege tanks could fucking own from and don't put anymore thought into it. I'm sure if Shakuras Plateau was made here on TL, everyone would whine about the four raised cliffs in the center of the map, complaining that Terran could drop tanks and lock down the center of the map.

How many times has that ever happened? 20?
How many times has it not ended in a bunch of dead siege tanks? 1? 2?

How many Terrans would be willing to drop siege tanks onto the lower ground behind someone's natural, where most or all of the opposing forces are garrisoned at about the time your siege tech is finishing. I'd reckon between stalkers being the primary Protoss fighting force, and overlords being placed to scout drops like that,Terran would have a lot of trouble just getting the tanks to land, never mind keeping them there unscathed.

If that land is even pathable.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Seiferz
Profile Joined May 2011
United States640 Posts
December 10 2011 20:47 GMT
#23
On December 11 2011 04:58 Chargelot wrote:
Show nested quote +
On December 11 2011 04:20 JimSocks wrote:
remove those ledges above naturals. terran siege tank drops imba


I think people specifically look for spots that siege tanks could fucking own from and don't put anymore thought into it. I'm sure if Shakuras Plateau was made here on TL, everyone would whine about the four raised cliffs in the center of the map, complaining that Terran could drop tanks and lock down the center of the map.

How many times has that ever happened? 20?
How many times has it not ended in a bunch of dead siege tanks? 1? 2?

How many Terrans would be willing to drop siege tanks onto the lower ground behind someone's natural, where most or all of the opposing forces are garrisoned at about the time your siege tech is finishing. I'd reckon between stalkers being the primary Protoss fighting force, and overlords being placed to scout drops like that,Terran would have a lot of trouble just getting the tanks to land, never mind keeping them there unscathed.

If that land is even pathable.


Destiny vs. Noblesse would like to disagree with you.
WightyCity
Profile Joined May 2011
Canada887 Posts
December 10 2011 22:29 GMT
#24
yeah. the tank place is crazzy. besides that . awsome map
90% watching it 8% talking about it and 2% playing it - sc2
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 11 2011 00:11 GMT
#25
On December 11 2011 05:47 Seiferz wrote:
Show nested quote +
On December 11 2011 04:58 Chargelot wrote:
On December 11 2011 04:20 JimSocks wrote:
remove those ledges above naturals. terran siege tank drops imba


I think people specifically look for spots that siege tanks could fucking own from and don't put anymore thought into it. I'm sure if Shakuras Plateau was made here on TL, everyone would whine about the four raised cliffs in the center of the map, complaining that Terran could drop tanks and lock down the center of the map.

How many times has that ever happened? 20?
How many times has it not ended in a bunch of dead siege tanks? 1? 2?

How many Terrans would be willing to drop siege tanks onto the lower ground behind someone's natural, where most or all of the opposing forces are garrisoned at about the time your siege tech is finishing. I'd reckon between stalkers being the primary Protoss fighting force, and overlords being placed to scout drops like that,Terran would have a lot of trouble just getting the tanks to land, never mind keeping them there unscathed.

If that land is even pathable.


Destiny vs. Noblesse would like to disagree with you.


If that game is representative of 100% of the games played on the map, then yes, it disagrees with me.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
lefix
Profile Joined February 2011
Germany1082 Posts
December 11 2011 00:49 GMT
#26
personally, i think a dropable highrgound at the third is okay. it would be a different story if it was at the natural, but a zerg on 3base should have the means to defend a tank drop. especially when we move on to a point where the players actually know the map and expect it.
Map of the Month | The Planetary Workshop | SC2Melee.net
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-12-11 14:04:42
December 11 2011 13:16 GMT
#27
On December 11 2011 05:47 Seiferz wrote:
Destiny vs. Noblesse would like to disagree with you.


while I see your point, this was a specific situation: the map is new to everyone and (again!) it is the terran who found a way to exploi first ...

Sure I now have to read a lot of criticism and rightly so. I really want to thank you guys for showing up here in this part of the TL forums and state your opinion on the map. My first reply has to be, yes, you are right, this can be exploited, but this does not make the map terran favoured yet. I will have to watch the specific situations as soon as I get the VODs.

The layout, especially on cross position, does not favour mech at all. The map has many alternative path and while the centre can be controlled easily with controlling several towers, it still needs scouting, good positioning and micro. so i am unsure if a dropable third is that dangerous. But in my opinion the main problem is not a dropable cliff per se, but that the drop-ability varies with the spawn-setups. Maybe I even have to add a second dropable highround to the other side of each third, but then again make sure that the nat cannot be tank-dropped at all. This would allow Fast expansion with only lings and later players have to make sure they can defend a drop, which is reasonable on third.


edit: i am working on it and testing a few alternatives regarding those drops.
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 11 2011 16:03 GMT
#28
I have to say, this map has been growing on me quite a bit. The layout is solid, but a little bit more interesting, and is just beautiful in game. I also like how the main/nat feel small-ish, but not cramped. I would really like seeing this on the ladder, good luck!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Bio-Leera
Profile Joined May 2010
United States65 Posts
December 11 2011 18:44 GMT
#29
I love this map.

I love it because it doesn't need force cross positions. I see people complaining that in certain positions the 3rd is in the attack pathway. example being one bottom right and one bottom left. but it seems impossible to them that the guy in bottom left could take the expansion above his corner. If I had more time I'd get the map and doodle on it to show that even in those positions, the defender has a huge advantage moving between those two bases, while the attacker has very long attack pathways. It's brilliant and an example of the better thinking we need in map making these days. Even if they break the rocks hey have to walk right in front of your natural, which would be in the middle of your base. It forces players to keep good scouting information and responding accordingly, but still with the right information the defender has complete advantage.

I'm so tired of these only two possible spawn locations. A map stays fresh by having the possibility of different types of games unfolding on it depending on spawn locations.

i love this map
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-12-11 19:29:27
December 11 2011 19:27 GMT
#30
On December 12 2011 03:44 Bio-Leera wrote:
I love this map.

I love it because it doesn't need force cross positions. I see people complaining that in certain positions the 3rd is in the attack pathway. example being one bottom right and one bottom left. but it seems impossible to them that the guy in bottom left could take the expansion above his corner. If I had more time I'd get the map and doodle on it to show that even in those positions, the defender has a huge advantage moving between those two bases, while the attacker has very long attack pathways. It's brilliant and an example of the better thinking we need in map making these days. Even if they break the rocks hey have to walk right in front of your natural, which would be in the middle of your base. It forces players to keep good scouting information and responding accordingly, but still with the right information the defender has complete advantage.

I'm so tired of these only two possible spawn locations. A map stays fresh by having the possibility of different types of games unfolding on it depending on spawn locations.

i love this map


thank you very much. this is what i had in mind when the map was designed. especially middle terrain that keeps you on yopur toes wheater you are in the lead or not. you need the scouting information to use the terrain in your favour.


edit: regarding the drop issue - the nat is made defendable by queens (reach=3), need some more thinking about third being defendavle with roaches with our without highground vision. have to figure that out. expect an even more balanced map.
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 11 2011 19:35 GMT
#31
On December 12 2011 04:27 Samro225am wrote:
edit: regarding the drop issue - the nat is made defendable by queens (reach=3), need some more thinking about third being defendavle with roaches with our without highground vision. have to figure that out. expect an even more balanced map.

Just played another game on it, and I noticed the edges of some pieces of water sticking out here and there. They're simple to fix, but look unpolished. I suppose you can work this into your next update as well. If it's fixed in your version but not the TLMC one, never mind. Just something I spotted.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-12-24 12:10:08
December 15 2011 22:26 GMT
#32
i am working on a general update (balance tweak, pathing, visual things)

First and foremost I adress the tank drop issue. For me it is important to conserve tank drop options, but do not make it imba in any way.

most important part is the drop pod. now it is easily defendable with two spinecrawler OR two queens + spinecrawler:
+ Show Spoiler +

[image loading]

[image loading]


the area of hit-able area in the main is also drastically decreased in order to make sure there won't be anything like Alive's cliff tank-drop abuse. Marines signify the tank's reach:
+ Show Spoiler +

[image loading]



please note that Reapers and Colossi are still able to walk up the main's cliffs.

these images show a wip. actual changes in v1.1 are different
Acnologia
Profile Joined June 2011
Australia410 Posts
December 15 2011 23:34 GMT
#33
I really like this map, good job
♥
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
December 16 2011 02:49 GMT
#34
On December 16 2011 07:26 Samro225am wrote:
i am working on a general update (balance tweak, pathing, visual things)

First and foremost I adress the tank drop issue. For me it is important to conserve tank drop options, but do not make it imba in any way.

most important part is the drop pod. now it is easily defendable with two spinecrawler OR two queens + spinecrawler:

[image loading]

[image loading]


the area of hit-able area in the main is also drastically decreased in order to make sure there won't be anything like Alive's cliff tank-drop abuse. Marines signify the tank's reach:

[image loading]


please note that Reapers and Colossi are still able to walk up the main's cliffs.


As a zerg player, I find this better than Lost Temple ridiculous siege position on the cliff beside the natural. But, although it is easily defended by spines and queens. That tank line can still siege the 3rd base and the main if there is marine support.

I got not much to say about this map except about that Destiny vs Noblesse game.It was painful to watch though how Noblesse exploit those positions.However,we still cant justify whether it is abusive or not since it is not yet tested extensively by many pro players.
Play your best
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-12-24 12:09:05
December 24 2011 12:02 GMT
#35
v1.1

  • adjusted drop pods and layout on third bases, no more highround above minerals (except mains)
  • slightly bigger mains
  • tanks drops and sieges have smaller impact on the game, but are possible; ledges can no longer be abused as they only serve as steps into the mains


+ Show Spoiler [new third] +
[image loading]

+ Show Spoiler [new overview] +
[image loading]




have fun!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-15 22:00:39
January 15 2012 21:56 GMT
#36
One could argue that thirds are too far away in this layout, and would cause 2 base all-ins in most games. I'm not sure, beacuse you expand away in close, have many towers and a strong position outside the nat in cross. What do you think?
http://mentalbalans.se/aggedesign
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 16 2012 05:44 GMT
#37
Can we please drop tal'darim altar from the map pool and put this in its place? its much better.
~ ~ <°)))><~ ~ ~
HyDrA_solic
Profile Blog Joined February 2011
Portugal491 Posts
February 28 2012 20:27 GMT
#38
I agree with u Fish, I find this somehow much more attractive than Tal'darim. Send it to Blizzard OP.
It's all about the reflections of freedom. Even though he hoped for a better world, with all his strenght, all his will, the most he could do was to make her smile.
RumbleBadger
Profile Joined July 2011
322 Posts
February 29 2012 02:51 GMT
#39
On February 29 2012 05:27 HyDrA_solic wrote:
I agree with u Fish, I find this somehow much more attractive than Tal'darim. Send it to Blizzard OP.

While I also really like this map, the thirds are a little far. It makes toss hard to play especially, resulting in tons of 2 base all-ins. Also, tal'darim is actually the most balanced ladder map according to the playhem daily. Nearly 50% exactly in all matchups.
Games before dames.
HyDrA_solic
Profile Blog Joined February 2011
Portugal491 Posts
February 29 2012 03:40 GMT
#40
On February 29 2012 11:51 RumbleBadger wrote:
Show nested quote +
On February 29 2012 05:27 HyDrA_solic wrote:
I agree with u Fish, I find this somehow much more attractive than Tal'darim. Send it to Blizzard OP.

While I also really like this map, the thirds are a little far. It makes toss hard to play especially, resulting in tons of 2 base all-ins. Also, tal'darim is actually the most balanced ladder map according to the playhem daily. Nearly 50% exactly in all matchups.


I know tal'darim is balanced but quite old ;(
It's all about the reflections of freedom. Even though he hoped for a better world, with all his strenght, all his will, the most he could do was to make her smile.
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