On February 11 2012 16:40 DYEAlabaster wrote:
The thing that I'm most concerned about is what Barrin said. Those bases will be highly contested, yes, but what if a terran manages to get a PF down on, say, the top base fairly early?
On Entombed Valley, if a terran gets the centre-bottom base in close-by-ground spawns as his fourth, the zerg is pretty screwed because he is constantly getting his own third (if you get the natural third) assaulted and sieged from the comfort of the PF.
I feel that if you grab the top base, you can siege up and grab the low-base as well, giving terrans an edge, esp vs zergs (and other terrans). I might be wrong, but it seems that you could hold the space between the third and nat with little problem as you slow-pushed with pfs into your opponents base
The thing that I'm most concerned about is what Barrin said. Those bases will be highly contested, yes, but what if a terran manages to get a PF down on, say, the top base fairly early?
On Entombed Valley, if a terran gets the centre-bottom base in close-by-ground spawns as his fourth, the zerg is pretty screwed because he is constantly getting his own third (if you get the natural third) assaulted and sieged from the comfort of the PF.
I feel that if you grab the top base, you can siege up and grab the low-base as well, giving terrans an edge, esp vs zergs (and other terrans). I might be wrong, but it seems that you could hold the space between the third and nat with little problem as you slow-pushed with pfs into your opponents base
I suppose a planetary would be strong there, but isn't really a concern since you can easily deny it. If they do get it up, mutas could very easily harass it. Even infestors, with vision, can spam infested terran over that high ground platform from the main.
On February 11 2012 07:04 FlaShFTW wrote:
i feel like the third is a bit too far from your natural to take comfortably. also, there is no real alternate 3rd if you get bad spawn locations.
EDIT: But overall, it's a great map.
i feel like the third is a bit too far from your natural to take comfortably. also, there is no real alternate 3rd if you get bad spawn locations.
EDIT: But overall, it's a great map.
Both the third along your main and the third along the other main are equidistant from your natural, and are about 2 and a half creep tumors away, which is considered a comfortable distance.
On February 11 2012 16:45 Ribbon wrote:
There doesn't seem to be a good place for flanking anywhere on the map. The whole map is a choke point :/
There doesn't seem to be a good place for flanking anywhere on the map. The whole map is a choke point :/
The only real chokes are at the natural and the middle. With the outer paths and the super open ground in front of the central expansion, flaking should be quite viable.
On February 11 2012 12:59 RumbleBadger wrote:
I really, really like this map. I like how the center isn't just a big open blob but it has those chokes and then the more central bases hold the more open areas. I like how there's fairly little spawn imbalance (pretty easy thirds on each side). I like the new, fun take on the 4p rotational map. A lot of great stuff.
Great work.
I really, really like this map. I like how the center isn't just a big open blob but it has those chokes and then the more central bases hold the more open areas. I like how there's fairly little spawn imbalance (pretty easy thirds on each side). I like the new, fun take on the 4p rotational map. A lot of great stuff.
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On February 12 2012 08:11 EatThePath wrote:
I agree with Barrin's anlysis of the positional imbalance. Really nice work timetwister. ;D
And I'll get on the wagon with everyone else that this map is just cool and inspiring and very likable. My favourite part is how many interesting choices you get in cross positions and how different that is from the adjacent spawns. This is the first 4player rotational map I've seen that I can say with certainty is worth playing a lot to find out if it's balanced. Things like TPW Artifice don't count because it dilutes the rotational factor until it nearly goes away.
Regarding the chokes, I think it's a little anti-zerg but it's the right choice for the map and it will probably be fine if the zerg handles it properly. It creates a bit of a mono-path funnel when pushing to the inner bases, but the watchtower defrays that nicely and you have plenty of loop around for a flank. The counterattack option is more difficult than usual though.
I agree with Barrin's anlysis of the positional imbalance. Really nice work timetwister. ;D
And I'll get on the wagon with everyone else that this map is just cool and inspiring and very likable. My favourite part is how many interesting choices you get in cross positions and how different that is from the adjacent spawns. This is the first 4player rotational map I've seen that I can say with certainty is worth playing a lot to find out if it's balanced. Things like TPW Artifice don't count because it dilutes the rotational factor until it nearly goes away.
Regarding the chokes, I think it's a little anti-zerg but it's the right choice for the map and it will probably be fine if the zerg handles it properly. It creates a bit of a mono-path funnel when pushing to the inner bases, but the watchtower defrays that nicely and you have plenty of loop around for a flank. The counterattack option is more difficult than usual though.
On February 12 2012 08:40 Plexa wrote:
This is one of the best 4p maps I've seen in a while.
This is one of the best 4p maps I've seen in a while.
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Thanks for the compliments! :D Hope you guys enjoy this map and future ones I have to offer!
On February 12 2012 12:52 MCDayC wrote:
If this gets published on EU I'll be playing the shit out of it, untill then I just have to applaud, this map seems awesome.
If this gets published on EU I'll be playing the shit out of it, untill then I just have to applaud, this map seems awesome.
Now published on EU thanks to G_wen, enjoy!
Once again, thanks for all the feedback. That alone has helped me improve a ton in just a few months. Keep it up
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