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On January 06 2012 09:18 EatThePath wrote:Show nested quote +On January 06 2012 08:46 FlaShFTW wrote: I love this map.
Also, if Terran only needs 2 mules per patch, can't they just call down 2 and do a really quick attack that way? I mean they WOULD BE losing 2 mules, but if you can kill off your opponents expo, wouldn't that be worth it?
Overall, this map is amazing... but... CIRCLE SYNDROME!!! I don't know what reason there is not to have more than 2 patches to avoid this. Four to six patches, stacked or in layers, seems strictly better unless for some reason you want to provide for mule attacks. + Show Spoiler +
I don't think 2 mules is really worth it. That's a lot of minerals potentially lost... and I can't imagine any Terran doing that in any matchup. It's only really good for in ZvP and ZvT I think.
And there isn't really any circle syndrome here, other than the fifth base (which isn't much of an issue). Circle syndrome is when you have two options for thirds and they each lead to a separate expansion pattern around the outside of the map.
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![[image loading]](http://i.imgur.com/3Qghb.jpg)
Terran does a tank push at various early to midgame timings that can use a high ground choke to assault the zerg natural, like on the old version of Shakuras. Granted, the reinforce is not even close to the same class of brokeness as Shakuras but you'll recall those games where it seemed impossible for zerg to do anything but expertly delay the push and eventually lose their main and natural. And here, it's high ground.
I agree it's not super likely, but why not just use 4 patches of 24 instead of 2 patches of 48? Anyway it's an easy fix if it ends up needing to be changed. I think it doesn't make sense not to, though -- multiple should be standard for mineral walls on 1-ramps imo.
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Map is online on NA now, (was accidentally published as private apparently :S). Please point out any issues you find if you decide to try it out!
About the mineral block. I guess changing it to a stack might be better. Having 4x 24 will still take the same number of mules as 2x 48 though. It'd have to be lower values, something like 1 mule/2 scv per patch and 3 patches (stacked on top of one another = 6 patches per ramp. Then it'd be 3mules/6workers to clear a small gap and 6mules/12workers to remove entirely)?
On January 06 2012 09:51 EatThePath wrote:+ Show Spoiler +Terran does a tank push at various early to midgame timings that can use a high ground choke to assault the zerg natural, like on the old version of Shakuras. Granted, the reinforce is not even close to the same class of brokeness as Shakuras but you'll recall those games where it seemed impossible for zerg to do anything but expertly delay the push and eventually lose their main and natural. And here, it's high ground. I agree it's not super likely, but why not just use 4 patches of 24 instead of 2 patches of 48? Anyway it's an easy fix if it ends up needing to be changed. I think it doesn't make sense not to, though -- multiple should be standard for mineral walls on 1-ramps imo.
This attack would however never be even near as potent as the shakuras one, that one was unflankable and had way way way shorter reinforcement distance. Getting creep up there is rather easy but requires an extra tumor. I guess making the minerals less muleable won't change the world though and might be worthwhile.
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the textures are too simple to be anything special, but the layout looks like a refined destination, which can only be a good thing.
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On January 08 2012 04:42 Grebliv wrote: About the mineral block. I guess changing it to a stack might be better. Having 4x 24 will still take the same number of mules as 2x 48 though. It'd have to be lower values, something like 1 mule/2 scv per patch and 3 patches (stacked on top of one another = 6 patches per ramp. Then it'd be 3mules/6workers to clear a small gap and 6mules/12workers to remove entirely)?
Yeah you're right, I guess with gold they'd have to be 4x40 to prevent 2 mules clearing a small gap. Or whathaveyou. I hope to get some games now that it's public.
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I was suppose to publish on NA but forgot to make it public, it should have gone live last night. Enjoy the map!
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Seeker
Where dat snitch at?36920 Posts
Loving everything about this map. I want to play on it :D
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Is there a good reason the half island bases aint blocked for t?
I love the paths through the middle and the long S broad path
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On January 13 2012 08:00 Meltage wrote: Is there a good reason the half island bases aint blocked for t?
I love the paths through the middle and the long S broad path
Half island bases? I think you might have missed a path or something, because there aren't any islands or semi-islands on this map.
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On January 13 2012 08:13 monitor wrote:Show nested quote +On January 13 2012 08:00 Meltage wrote: Is there a good reason the half island bases aint blocked for t?
I love the paths through the middle and the long S broad path Half island bases? I think you might have missed a path or something, because there aren't any islands or semi-islands on this map.
I think he missed the ramp on the 3 and 9 o clock bases.
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On January 13 2012 08:15 Yonnua wrote:Show nested quote +On January 13 2012 08:13 monitor wrote:On January 13 2012 08:00 Meltage wrote: Is there a good reason the half island bases aint blocked for t?
I love the paths through the middle and the long S broad path Half island bases? I think you might have missed a path or something, because there aren't any islands or semi-islands on this map. I think he missed the ramp on the 3 and 9 o clock bases.
Ragoo says that he just meant the 3 and 9 expos that are hard to attack by ground. If that is the case, the only reason to block an island is because Terran can take it while the other races cannot. Here, any race can take it. Putting rocks would just screw all the races and not actually address the potential problem which is that Terran can secure the expo very easily by walling off. Imo it won't be an issue though since it is out of the way for ground defense (you'd need a ton of turrets TvZ).
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Guess it's time to bump this seeing that it won MotM January!
Updated overview pic as well as some other bits and pieces in the original post.
I'm also always looking to improve the map so if you have any thoughts about things that could be improved.
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You are the best. The only thing that bothers me a bit about the map is the debris around the watchtower. It feels a little unnatural in a melee map, but I can get past it and I'm not sure there is a better solution.
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