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What prompted those changes in 0.3?
You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.
The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\
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On January 05 2012 07:31 EatThePath wrote: What prompted those changes in 0.3?
You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.
The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\
I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it.
The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.
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On January 05 2012 07:42 IronManSC wrote:Show nested quote +On January 05 2012 07:31 EatThePath wrote: What prompted those changes in 0.3?
You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.
The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\ I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it. The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.
That's fair, I don't think you lose that much in the changes so I won't dig my heels in about it. Just wanted to share my personal thoughts from about as many games.
Btw I have really been enjoying the use of the beach lanes on the outside edges. It's so open and removed from the rest of the map, makes for really interesting scout/proxy pylons to watch drops and stage harass zealots, different than anything I've played on before in a subtle way. Also provides a really nice escape route for blink stalkers from the tower ridge.
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On January 04 2012 04:50 IronManSC wrote:Show nested quote +On January 04 2012 04:37 WniO wrote: change the cliffs in the water so they dont just drop off, it looks awkward, have it gradually go away, like a sand beach. It was previously like this. I've gotten too many suggested comments to make it a cliff. well make the boundaries obvious without the cliff... idk rocks or stark color contrast.
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On January 05 2012 16:13 WniO wrote:Show nested quote +On January 04 2012 04:50 IronManSC wrote:On January 04 2012 04:37 WniO wrote: change the cliffs in the water so they dont just drop off, it looks awkward, have it gradually go away, like a sand beach. It was previously like this. I've gotten too many suggested comments to make it a cliff. well make the boundaries obvious without the cliff... idk rocks or stark color contrast.
You might be able to use fog with a sharp cutoff setting and very thick density.
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Very nice map, I always cheer whenever I see a map on Belshir as there are too few. I like the Zel Naga towers on the high ground thats gonna make for some interesting plays. I'd like to see maps where the natural is not given to the players and are instead "risky" to secure.
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Just impresive have to try it with friends
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On January 05 2012 19:13 Tumor wrote:Just impresive have to try it with friends 
This is only on NA at the moment, seeing as you are EU
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Seeker
Where dat snitch at?36920 Posts
Holy crap...... I want to play on this so bad!!!
Another great map by ESV!
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A replay section has been added to the OP above the changelog! There is only one so far, and it was a Master PvZ. A very epic battle! Download it and check it out More replays coming when I find good games!
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Played a game on it, and while I really like it overall, there are some misplaced cliff gap fillers, as in they haven't been adjusted and look wrong. I was in the southeast main, so that's where I saw them. They were sort of floating in between cliff levels. Get on it 
I do like the feel of the natural specifically though. It's just cool. I did also spot how the a-move path goes through a mineral line, which should discourage a-moving in general on this map.
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United States10026 Posts
very good map! there's nothing wrong with it
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Really enjoyed trying to mentally critique this map. Every time I find a problem I manage to counter it myself. I like the natural progression from easy to defend to game-making decision time when the rocks go down. Complicated thirds and difficult fourths further my interest in this map.
It seems as if faster strategies may shine on this map, but macro strategies based on zone-defense (with structures and quick units) could tear that to pieces if done appropriately.
ESV is lucky to have you Iron. If you need someone to publish it to EU let me know, I've still got spaces available (only hosting RetroSpork 4v4 by Namrufus at the moment).
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Pretty fun map. Overall nothing bad sticks out to me. I played on the version with random rocks put in place, was interesting because I was expecting a watch tower once I destroyed it and and nothing came out lol. I later realized it was to create a choke point which is pretty unique I think.
I love the locations of the three third expos though!
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On January 05 2012 07:42 IronManSC wrote:Show nested quote +On January 05 2012 07:31 EatThePath wrote: What prompted those changes in 0.3?
You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.
The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\ I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it. The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door.
What if you took that timer that made the xel'naga tower on GSL xel'naga fortress blow up after a certain time and gave it to the rocks/doodad so they would go away after they became worthless? Or is that even worse than changing the HP?
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On January 06 2012 13:20 Chargelot wrote: ESV is lucky to have you Iron. If you need someone to publish it to EU let me know, I've still got spaces available (only hosting RetroSpork 4v4 by Namrufus at the moment).
This map can be maxed out on bases to the point where one player may start to take one of his opponent's expansions (see replay in OP). Not every map has to be 12+ bases, as 10 is ideal, and not every game has to be macro either - although 10 bases can turn into a macrofest.
The map was commented as "positional play" because of the watch towers and the backdoor rocks into the natural. It's unique I think, and your strategic success is dependent on your positioning rather than just grabbing 3+ bases.
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On January 06 2012 14:46 coolcor wrote:Show nested quote +On January 05 2012 07:42 IronManSC wrote:On January 05 2012 07:31 EatThePath wrote: What prompted those changes in 0.3?
You could use smaller (like 4x4) rocks partially overlapping to require more time and effort for the removal of the center obstacles. In my games these rocks have been important early and the open space is fine lategame... so I don't understand a permanent obstacle at all.
The natural back door is fine in my games but I guess it doesn't hurt to make it smaller. :\ I've had over a dozen games played yesterday with a few grandmasters, LiquidRet, a wannabe oGsMC, and a few masters. Most of the observers were platinum+. They all concluded that the center rocks were unique, but worthless after the early game. At first I was suggested to raise the HP by one player, but the rest said it was not a good idea and that I should just put a small, permanent doodad there instead. I have to take their word for it. The back door to the natural needed to be shortened, as indicated by all these players, because for a terran or protoss to fast expand, those rocks can post a threat (moreover, the width of the ramp). I needed to give defenders more confidence of securing that back door. What if you took that timer that made the xel'naga tower on GSL xel'naga fortress blow up after a certain time and gave it to the rocks/doodad so they would go away after they became worthless? Or is that even worse than changing the HP?
Xel'Naga Fortress doesn't use the self-destruct watch tower anymore because of balance-related problems, so it will remain as it is on clearwater.
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ESV Clearwater updated to 0.4. Minor bug fixes were addressed when bugs were found near the natural back doors during gameplay where units (stalkers in particular) would get stuck between doodads.
No major changes.
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ESV Clearwater has been added to Peepmode ^^
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