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[M](2) Havens Lagoon - Page 2

Forum Index > SC2 Maps & Custom Games
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Timetwister22
Profile Joined March 2011
United States538 Posts
November 11 2011 21:41 GMT
#21
Whether walling of the natural as described is a good idea or not, the 3 width is the width of 1ff, meaning keeping a sentry on the high ground can ff lings, hellions, and early marine pushes in half or away all together while only using 1 ff.

As for the ramp at the 3rd, I felt while playing on this map, that my 3rd was too open by just walking up the ramp, as if walling of the choke to the 4th didnt do much. Also, before your 3rd has been taken, it would be easier to hold flanks coming down that ramp as it would use less ff, which always helps at that point in the game.

Though, as I diamond scrub, I could be wrong :p

Also, as asked, here are pictures walling of the natural.
+ Show Spoiler +
[image loading] Forge Fast expand wall.

+ Show Spoiler +
[image loading] 1 gate expand wall.

+ Show Spoiler +
[image loading] 3 gate expand wall.
Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-12 05:48:13
November 11 2011 22:29 GMT
#22
With complaints about the 3rd being so far, I set out to see just how far way the 3rd was form the natural compared to ladder maps with simialr layouts, as in, no 3rd nestled against the main. I did so by placing a nexus at both natural and 3rd, and timed how long it took a probe to go from nexus to nexus. These were the results measured with in game seconds.

Havens Lagoon: 14sec
Metal: 11sec
Abyssal: 17sec
Nerazim: 14sec
Xel'naga (without rocks): 12sec
Antiga: 14sec
Taldarim: 14sec
Shattered: 14sec

It seems as if 6 of 8 current ladder maps have either the same or longer distance between thirds compared to Havens Lagoon, alongside having the same similarity as air harass exposure. Considering all 6 of those maps have a similar natural 3rd layout to Havens, this leads to a few possible conclusions. Either all 6 of these maps are imbalanced for toss, Havens Lagoon is fine, or I'm missing something which is very possible.

On a side note, I expected to see Havens Lagoon above all ladder maps, simply because it did look longer. The original plan to this experiment was to see how much longer the 3rd was form the natural compared to ladder maps, then propose solutions. However, the numbers say it's right on the money when comparing to current ladder maps. So, I feel it's fine as it is.

EDIT: As some posts below this one have pointed out, this only measures how easy the 3rd is to take, not how easy it is to hold. As a result, I'm looking for ways to make it easier to hold. Mostly likely solution will be to move the entrance from the 4th to the 3rd closer to the ramp, thus taking less time to get to the third and defend.
Former ESV Mapmaker | @Timetwister22
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 11 2011 23:01 GMT
#23
On November 12 2011 07:29 Timetwister22 wrote:
With complaints about the 3rd being so far, I set out to see just how far way the 3rd was form the natural compared to ladder maps with simialr layouts, as in, no 3rd nestled against the main. I did so by placing a nexus at both natural and 3rd, and timed how long it took a probe to go from nexus to nexus. These were the results measured with in game seconds.

Havens Lagoon: 14sec
Metal: 11sec
Abyssal: 17sec
Nerazim: 14sec
Xel'naga (without rocks): 12sec
Antiga: 14sec
Taldarim: 14sec
Shattered: 14sec

It seems as if 6 of 8 current ladder maps have either the same or longer distance between thirds compared to Havens Lagoon, alongside having the same similarity as air harass exposure. Considering all 5 of those maps have a similar natural 3rd layout to Havens, this leads to a few possible conclusions. Either all 5 of these maps are imbalanced for toss, Havens Lagoon is fine, or I'm missing something which is very possible.

On a side note, I expected to see Havens Lagoon above all ladder maps, simply because it did look longer. The original plan to this experiment was to see how much longer the 3rd was form the natural compared to ladder maps, then propose solutions. However, the numbers say it's right on the money when comparing to current ladder maps. So, I feel it's fine as it is.


I think a slightly more useful metric would be the length of the smallest line of defence, or the shortest line that a defending army would have to defend in order to stop all ground entry points into the main-nat-third

for example on metalopolis the defender would have to defend along the red line to protect both the natural and third
+ Show Spoiler +

[image loading]

and on your map, the defender you have to defend along the entire length of the red line to protect the natural and third simultanteously
+ Show Spoiler +

[image loading]

so if you send the probe from one endpoint of the line to the other, it will give a more accurate representation of how "hard" it is to defend those bases in my opinion.

at any rate, the results you have are valuable and show that people are overreacting about the distance to the third imo.
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 12 2011 00:27 GMT
#24
Roughly, what you measured time was how easy it is to take. Roughly, what namrufus measured is how hard it is to keep.

I agree with poster above me that you should only narrow one of the entrances to the 3rd. It's not about the chokes entering it so much as the army positioning required to quickly pivot between the nat and 3rd. For example in PvZ, if you wanted to be ready to respond immediately to either site, you'd have to stand in the middle of open ground at the bottom of the ramp. If you stay at the 3rd with your army, it's still rather open and somewhat scary with the two entrances the way they were originally. Compare that to Tal'Darim Altar where the nat-3rd path is safely narrow (for PvZ) and the outer-facing entrance is wide, so typically protoss wall off with 4 gateways there.

The 3rd on this map is very comparable to other ladder maps where protoss wall off with gateways (like metal) although there are differences in how map control effects the vulnerability. Ling muta will be very strong, but the metagame is changing to curtail that anyway.

I don't like the new narrowness of the natural choke against the main cliff. It's not that bad but I'd prefer just rotating the whole arc of the entrance towards the 3rd instead of tightening one side. It's not viable to do a standard FFE wall at two chokes that a single pylon can't reach. It's very possible other builds could wall the chokes in that way.

Incidentally, when I was trying to come up with a good FFE building plan, I found that it'd be much easier to wall ramp-nexus if the natural spot was one square farther in the N/S direction. This is because if you place a pylon by the end of the mineral line, you can't fit a forge and gateway in the power because the nexus is too close. If you move the pylon over to accomodate, your cannon will make a really awkward block into your own minerals. I'll make a picture later, I realize that'd just be easier.

I'm going to keep trying out the PvZ features in earnest. I think fixing the 3rd for PvZ will incrementally harm the integrity of the map, and those problems stem from the matchup dynamics. On many maps pro protoss players feel forced to 2base all in much of the time because taking a 3rd is very difficult. Players like hero are trying out wild strategies to make zerg uncomfortable in unfamiliar ways (usually at earlier timings). I think players will gravitate towards "forcing" hydras to avoid muta games. Overall, this map exhibits a lot of characteristics that make taking a 3rd in PvZ hard, but it is not clear it's impossible to come up with a good plan.

And, if the game gets past that crucial turning point, the 4th base is very advantageously placed for protoss imo.

Your changes reflect willingness to bend in the direction of general improvement though, and for that I applaud you. Hopefully you can get enough solid feedback from testing to make the best possible adjustments to accommodate the current metagame problems in PvZ.
Comprehensive strategic intention: DNE
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-12 03:04:19
November 12 2011 03:04 GMT
#25
@Timetwister most people will use the last wall posted with cannons as it is safer vs bling busts.
Administrator~ Spirit will set you free ~
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-12 04:42:15
November 12 2011 04:40 GMT
#26
So I've been messing around with the map, and I made some changes I thought I'd share. They are unofficial as of now, and depending on feedback, they may or may not become official.
+ Show Spoiler +

-As shown below, I moved over the entrance to the 3rd 4 tiles to the right, with the intent to make it easier for protoss to defend both 3rd and natural by just sitting at the bottom of the ramp to their 3rd.
-As a result however, the left gas in the 4th was literally right in the middle of the path, so the 4th too was pushed over a bit so the gas was no longer directly in the way.
-However, this narrowed the path between the island and the cliff of the 4th to just 3 forcefields, which is a bit too narrow. Thus I had to move the island to the right as well, while maintaining the natural choke. The picture lies, primarily cause I suck with drawing with a mouse. It is the same as the previous width.
[image loading]
-The choke between the island and the main cliff has been narrowed to 1 forcefield, to once more help protoss out with defending their natural.
[image loading]

Former ESV Mapmaker | @Timetwister22
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 12 2011 05:25 GMT
#27
Congrats on making a sort of underdog map, showing everyone that anyone can get their maps known.
On an aesthetic note, I really like the improvements that have been made to the textures, but there's still a small bump for me, if this ends up being a ladder map. As a beach map, the shapes of a lot of land looks too geometric, and not as natural as it could be. It's a simple fix, and definitely something you(and by you I mean all of us) refine as you make more and more maps, so keep it in mind. Examine Blizzard maps, and other maps(like Ohana), and you'll see it.

Overall though, the map looks cool, and seems to embody fun of play over strict balance. GJ
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Deshkar
Profile Joined June 2011
Singapore1244 Posts
November 12 2011 05:32 GMT
#28
Good work ! Loving how the map is turning out.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-11-12 06:35:37
November 12 2011 06:17 GMT
#29
On November 11 2011 18:22 Timetwister22 wrote:
After getting some feedback, I've made some changes. These are not published in the TLMC version yet, so let me know what you think.

+ Show Spoiler +
[image loading]
Tightened choke between main and island infront of natural. Allows protoss to wall off their main with three 3x3 buildings.


+ Show Spoiler +
[image loading] It only takes three 3x3 buildings to wall off 3rd. Ramp width has been decreased from 4 to 3, and the minerals have been moved slightly closer to ramp for shorter distance.


+ Show Spoiler +
[image loading] More trees and doodads have been added to decrease some openness in the middle area.


+ Show Spoiler +
[image loading] Small change, but a change nevertheless. Curtain has been added to the extended land that wraps around main to make room for other uses than just robo blink in PvP, which was its original purpose.

1. I don't like the tightened choke at the natural. Most forge expands need to place the cannons between the natural and the ramp, and the exit from the natural to the third. So cannons wouldn't be able to cover any wall off up at that choke anyway. I think the only thing this change does is make it easier in ZvX to defend against 4gate/2Rax with spinecrawlers...and this map is already plenty Zerg-friendly. The natural's choke was fine the way it is. Metal, Xelnaga, and to lesser extent Tal'Darim all have naturals that are equally exposed, but are still fine in PvZ due to other architecture. I think more people are worried about the 3rd in ZvX than the natural.

2. The ramp fix is good. But the first choke fix, the 3x3 narrowing, is bad imo. Because again, the choke is too far from the Nexus to wall effectively. I think your second idea about how to fix the third's choke is much better. Just shift the 3rd-4th passageway a couple pixels to the east instead. It is unfortunate the that will also force the 4th and island to change. But I don't like the "also shift to the east" solution because that makes it super easy to snipe the 4th's geysers from the bottom of both ramps. Why not simply move the fourth's southern geyser to the north as well? That would make it so you only need to defend one ramp to hold the geysers, not two, and it would eliminate the blockage in the 3rd-4th passageway.

3. Good fix

4. Good fix
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-11-12 07:15:37
November 12 2011 06:27 GMT
#30
As I mentioned above this is why it's awkward to wall ramp-->nexus and could be averted by scooting the natural back one square:

[image loading]
Can't do forge + gateway with this pylon placement.

[image loading]
The cannon really constricts the space if the pylon is placed to allow forge + gateway. Archons can't get in or out. This is a problem with the walloff you posted earlier.

It's not a huge issue but it'd be nice if walling was more straightforward.

Regarding changes, why not shift the 3rd and ramp over only 2 squares, not 4, and then add a little to the left side of the tree clump, or a dot-sized additional tree-clump to break up the space? Just ideas. I think 4 squares might be moving it too far, it begins to clump bases into a 4base pod and isolates the left side of the map.
Comprehensive strategic intention: DNE
Macpo
Profile Joined September 2010
453 Posts
Last Edited: 2011-11-12 08:12:38
November 12 2011 07:04 GMT
#31
My 2 cent opinion:

I played the map yesterday and I have to say it's really a pleasant map to play! So congratz about it... (actually I hope you will win! I feel this map is by far more original than others - which are great nonetheless).

My only negative impression though (and maybe I am the only one who experienced that) is that it's kind of dark. I don't know if it's just me being tired yesterday, but I had the impression there was not enough light on it

good luck for the second part of the contest!

EDIT: previous screenshots confirm my impression ; but there may be a hidden reason I ignore to that (I am no map maker at all!).
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-12 08:06:32
November 12 2011 07:56 GMT
#32
EatThePath, good idea with the 3rd ramp. Here are some pictures of what it now looks like. This is still unofficial as of now.
+ Show Spoiler +
[image loading]
[image loading]
Ramp was moved down, allowing room to bring the 3rd choke closer to nexus, and closer to ramp. Thus, making it easier to defend as protoss.


Also, what would be wrong with say, this wall off?
+ Show Spoiler +
[image loading]
Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
November 12 2011 08:03 GMT
#33
Also, thanks to everyone giving positive feedback. It's good encouragement to keep me making maps, and greatly appreciated
Former ESV Mapmaker | @Timetwister22
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-11-12 09:22:46
November 12 2011 09:20 GMT
#34
Like to start off and say I was definitely one of those people when I first saw that map pretty much judged it immediately and didn't really care for it. I ended up playing 2 games on it tonight and it actually wasn't that bad at all. I still think the 3rd is a little too far away though, like many others have said. Yes, you can do the 3 3x3 buildings to wall off the third to make it a little more safe but it's still a super long way to have to defend it all.

Also, the other thing I'm unsure of is the base directly in the middle. It seems like quite the pointless base because the only race that could ever stand a chance to hold that base would be a terran and only if they could get a pfort up on it, but still it's so close to the opponent that even with a pfort it'd be extremely difficult and dangerous to hold. I'm wondering how it'd be if you removed that base, and added a very small highground area kind of where that base was. Could maybe even add another watchtower up on that highground piece. It'd allow some vision of the middle of the map, possibly have vision of the other watchtower, and would give some vision of the air space in between the mains.

That or take the base out but just add some LoS blockers through out that whole path. Since it is the fastest way to get to your enemy base, why not make it also a little more dangerous by adding LoS blockers.

This of course is all random thoughts that popped in my head during these 2 games I played, so take them as you will.
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.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 12 2011 21:01 GMT
#35
Version 1.4 is up. Brought the entrance from the 4th to the 3rd closer to nexus and to the ramp, greatly helping protoss hold their 3rd.
Former ESV Mapmaker | @Timetwister22
RoboBob
Profile Blog Joined September 2010
United States798 Posts
November 12 2011 23:49 GMT
#36
On November 12 2011 18:20 SidianTheBard wrote:
Also, the other thing I'm unsure of is the base directly in the middle. It seems like quite the pointless base because the only race that could ever stand a chance to hold that base would be a terran and only if they could get a pfort up on it, but still it's so close to the opponent that even with a pfort it'd be extremely difficult and dangerous to hold. I'm wondering how it'd be if you removed that base, and added a very small highground area kind of where that base was. Could maybe even add another watchtower up on that highground piece. It'd allow some vision of the middle of the map, possibly have vision of the other watchtower, and would give some vision of the air space in between the mains.

You're right, the only race that stands a chance at holding that expo is Terran. But that expo is very key to making lategame TvX balanced on this map. Protoss can defend their 5th+6th just fine against harass with warpin and cannons. And Zerg are fine because all their expos are production facilities.

However because all new Terran units need to walk from the main+natural, it's very tough to defend "natural" 5th+6th without holding at least three ramps and also idling a ton of supply there. That's why Terran needs that low ground expo. Yeah that expo has many vulnerablities, but it is blessedly close to our production facilities, which is a big deal for us. And should PvZ ever evolve into lategame Stargate, it would make a big deal for the Protoss player too.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
November 13 2011 00:08 GMT
#37
On November 12 2011 16:56 Timetwister22 wrote:
Also, what would be wrong with say, this wall off?
+ Show Spoiler +
[image loading]

The only problem with that walloff is that banelings targeted on the upper left corner of the cannon would also blow up the pylon, which makes it infinitely more difficult to re-wall even if you crush the first bust.

(Baneling splash has 2.2 radius which is just barely enough)
Qegixar
Profile Joined May 2011
United States46 Posts
November 13 2011 00:15 GMT
#38
Water in pathable terrain is bad. Especially so in this case where it becomes much harder to see the cliff boundaries.

Not only is it distracting when playing, the aesthetics get ruined when a building is placed on the uneven ground and the ground warps.

It is an interesting idea and a nice thing to have in a novelty map, but no more than that.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
November 13 2011 04:47 GMT
#39
I played the map a bit more today and I like almost all the changes. The fixes to the 3rd+4th in particular helped alot.

However, the curtains blocking off the pockets between the mains need to go. That part of the map is waaaay too good for cliff abusing in TvZ. There's literally no way for Zerg to kill Siege Tanks or Hellions dropped inside the pocket except by air.

I do like that the deep pocket is there because it sets up some interesting Blink, Reaper, Siege, Drop, and proxy plays. But I don't think the pockets need extra terrain to make holding that area of the map even more powerful. Just remove the curtains so short range units can effectively interrupt an elevator.

Another thing I noticed is that the central Watchtower has vision of the low ground expo's gasses. That's bad because a single siege tank at that tower can deny both gasses from 13 range plus a ramp away. =P You might want to move the tower west like 1 or 2 squares just so it loses vision of the geysers.

The only thing I think this map is missing right now is another Xel'naga tower at the top level. I really enjoy fighting over the level 2 Xel'naga tower when the game goes to base 3 and 4, and it would be awesome if that could continue when the game goes to bases 5 and 6. Making it so one Xel'naga tower can see the other one would add an interesting dynamic as well.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 13 2011 05:49 GMT
#40
Another thing I noticed is that the central Watchtower has vision of the low ground expo's gasses. That's bad because a single siege tank at that tower can deny both gasses from 13 range plus a ramp away. =P You might want to move the tower west like 1 or 2 squares just so it loses vision of the geysers.


I did notice how the watch tower overlooked the gases, however the tower has 22 range, a tank only has 14. Another point, unless someone just randomly takes those gases, you'd think the tank would be attacking the base itself, not the gases. This was done on purpose, to make that base more vulnerable.
Former ESV Mapmaker | @Timetwister22
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