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[M] (2) ESV Tanzanite - Page 2

Forum Index > SC2 Maps & Custom Games
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Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-03-19 17:32:41
March 19 2012 17:27 GMT
#21
On March 20 2012 00:09 Ragoo wrote:
Great map, this is my favorite map by you so far! Quite simple yet very interesting elements.
Very cool variety of chokes and very open areas. Also the middle base has a very interesting requirement for map control.

Now onto a concern of mine:
Now first of all I don't think 6 bases are really possible on this map cos of the Circle Syndrome going on, but I don't mind that since there is still very interesting choices how you go to 5 bases.
+ Show Spoiler +
[image loading]

In this picture red is Zerg, blue Terran, yellow my proposed change. I just chose TvZ cos it illustrates the problem the best imo, it's relevant for other matchups too tho.
Imo getting 4 bases is quite logical and easy enough for the Zerg, but then option A is a base literally right under the opponents main and as far as I can see entirely in tank range, option B is to take a base thats really iffy cos it's quite easy for terran to take a great position for mapcontrol in the middle AND pressuring that base with tanks which is a terrans wet dream I guess. And then C is simply too close to Terran's fourth.
Now maybe you could make option A a bit farther away from the main so you can actually take that reasonably.

Also yeah if terran would instead take the middle base as fourth this would be a non-issue cos you could easily take option C then.

Before I forget, great aesthetic work

This is an issue that has come to my mind before, but I don't think it will be that much of an issue for much the same reason as Sidian has pointed out. However, there are many scenarios where zerg might not have broodlord infestor by they time they start taking their fifth. This may be a result of a particular style where you get later tier 3, or just from previous events earlier in the game. Thus, I have been looking to do something like this.
+ Show Spoiler +
[image loading] I just simply rearranged the mineral line, yet I'm still allowing a single geyser to be in range of tanks to keep things interesting. If it would be a problem though, it is a simple fix.


However, I'm not going to make this change just yet. I'm going to go ahead and get some test games on it and see what some high level zerg players think.

As of now it's quite interesting, assuming the zerg takes their fifth before or at the same time as the terran takes their fourth. If Zerg doesn't have their fifth yet or it's just going up, Terran has the choice to take the forward fourth for earlier map control, or take the side fourth to put a strain on zerg holding their fifth. If zerg has their fifth already established, then this becomes less of an issue since zerg will have the ability to stop Terran from expanding toward them. Terran will just have to settle for the forward base.

However, I'm not the most familiar with ZvT so if a few respectable Zergs think it's an issue I can just put this minor change into place.
Former ESV Mapmaker | @Timetwister22
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 19 2012 20:54 GMT
#22
Nice, I had the same idea, pulling the ressources out of tank range but leaving one gas in range. Thought it was maybe just a gimmicky thing I would do and didn't say anything :D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Munk200
Profile Joined November 2011
United States52 Posts
March 21 2012 21:52 GMT
#23
On March 20 2012 00:09 Ragoo wrote:
Great map, this is my favorite map by you so far! Quite simple yet very interesting elements.
Very cool variety of chokes and very open areas. Also the middle base has a very interesting requirement for map control.

Now onto a concern of mine:
Now first of all I don't think 6 bases are really possible on this map cos of the Circle Syndrome going on, but I don't mind that since there is still very interesting choices how you go to 5 bases.
+ Show Spoiler +
[image loading]

In this picture red is Zerg, blue Terran, yellow my proposed change. I just chose TvZ cos it illustrates the problem the best imo, it's relevant for other matchups too tho.
Imo getting 4 bases is quite logical and easy enough for the Zerg, but then option A is a base literally right under the opponents main and as far as I can see entirely in tank range, option B is to take a base thats really iffy cos it's quite easy for terran to take a great position for mapcontrol in the middle AND pressuring that base with tanks which is a terrans wet dream I guess. And then C is simply too close to Terran's fourth.
Now maybe you could make option A a bit farther away from the main so you can actually take that reasonably.

Also yeah if terran would instead take the middle base as fourth this would be a non-issue cos you could easily take option C then.

Before I forget, great aesthetic work


I sorta agree with your change, but i think your 4th base for terran is incorrect. A terran or a toss for that matter would not take the 4th at the far edge of the map like that. there is no reason for them too. It would just spread out their armys way way too much, and leave them open to flanks/counters. A terran would take the middle base and have that be a PF. A toss could also take that middle base and just cannon it up. now there bases are much closer together and easier for them to defend.
You cant choose what happens to you, you can only chose how to react.
Timetwister22
Profile Joined March 2011
United States538 Posts
April 15 2012 02:34 GMT
#24
Update!
Changes include:
-The base between rocks and the base below the main have been rearranged to allow zerg to more easily take a fifth vs aggressive play.
-The 2x ramp leading to the forward fourth was moved over a bit to prevent protoss from forcefielding it from the third area.
Former ESV Mapmaker | @Timetwister22
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