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[M] (2) 6m1hyg Arrival

Forum Index > SC2 Maps & Custom Games
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-03-24 09:35:54
March 20 2012 10:33 GMT
#1
6m1hyg Arrival
by Omne aka EatThePath

[image loading]
+ Show Spoiler [Overhead] +

[image loading]


UPDATE
  • I have addressed the issue of flying CC to the semi-island by introducing a timed out expo blockade. One hostile spine crawler attacks two alternate player hives (stacked on top of each other) until they are both dead, and then the lack of creep kills the spine. Thus, the site is initially blocked and indeed guarded by a spine, which will attack players' units. After about 6 minutes the hives are dead and the spine is at partial health from the broodlings attacking it. After about 7 minutes the creep is gone and the spine has died.

    I'm not sure if the option for fast CC to island was an issue, but this doesn't affect the play of the map as intended. And it's right at home with all the other atypical map features. New picture included. =)


I've been having a lot of fun playing Barrin's experimental map Devolution as featured in this thread about using low resource bases to retool the SC2 experience. The 6m1hyg designation indicates that each base has 6 normal mineral patches and 1 high yield vespene geyser, exactly 75% of a normal base.

I want the outburst of testing to continue, and to that end I wanted to make another map for people to play to try out 6m1hyg. Devolution offers plenty to keep me satisfied for game after game, but all the same it's only one map. Also, the idea of making 6m1hyg maps has been exploding inside me since I saw the response to Barrin's thread. I decided to try and make a slightly easier and more standard main->nat->3rd to contrast with the unorthodox options of Devolution. Many of the other bullet point map features are meant to contrast with Devolution so you can see what those differences feel like in 6m1hyg. (For example, there's one XWT, not two, and it watches the push path between naturals.) I also included a lot of exploitable terrain -- aka gimmicks aka nonstandard terrain features. The map size is a little smaller to help people feel comfortable, but the increased number of bases are placed to maximize the movement required to get between them. Center control is very strong for keeping your bases safe, so I hope that promotes map presence in a healthy way.

Here are the specs:

  • 120x150 playable area
  • 16 bases
  • FFE friendly natural
  • 2 mineral-only bases with 5 patches
  • 2 extra-gas bases with 2 normal vespene geysers (33% more gas income than 1yhg)
  • 2 semi-island bases (these are the extra-gas bases -- initially blocked to prevent fast CC)
  • 1 Xel'Naga watchtower
  • 4 destructible rocks, each blocking half of ramp to semi-islands
  • several droppable highground areas
  • several LosB features, standard and otherwise


Analyzer
+ Show Spoiler [Summary] +

[image loading]

+ Show Spoiler [Distance] +

[image loading]


Pictures
The aesthetics are just what I felt obliged to do to make it playable -- indicate different areas of the map and what is and isn't pathable -- and a bit of fun. These are meant to let you get a sense for the map without having to see it in game.

+ Show Spoiler [Natural expansion] +

[image loading]

+ Show Spoiler [Narrow path to center and hole in fron…] +

[image loading]

+ Show Spoiler [Corner base (4th)] +

[image loading]

+ Show Spoiler [Semi-island, 5th, drop pod between the…] +

[image loading]

+ Show Spoiler [Semi-island block mechanism] +

[image loading]


Note on balance and testing
I have no idea if this is a good map for 6m1hyg or otherwise, but anything broken will be less noticeable in the wild west of 6m1hyg, hence the shotgun approach to multiple unconventional map features. Nonetheless I welcome criticism of course.

It's not really good science, but I wanted to provide lots of various harass options at the different bases further along in the game. This plays into the "placebo effect" of wanting 6m1hyg to play better so... you play that style you're hoping it will lead to. All the same I hope they are useful; please leave feedback about their usefulness / unfairness if it happened in a game you played.

Last, Devolution should be the go-to choice for testing 6m1hyg. Ideally it will get played enough to make the first page of melee maps by popularity. Please base your opinions of 6m1hyg on Devolution as it was designed to test the style. Arrival is for fun for now.
Comprehensive strategic intention: DNE
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-03-20 10:53:42
March 20 2012 10:48 GMT
#2
Playing as Terran, my natural CC would be planted in my main, and would fly to the base protected by rocks. Other than that, I really like this map. Numerous semi-risky expansions after the natural force the player to be more active on the map, which I suppose is kinda the point of 6m.

I recall a time when gimmicky things were done to maps, and I recall a time when standards were followed to the letter. I feel like you took these two things by their throats, and smashed them into one another until they began to make a single amorphous creature, which compliments everyone on their appearance and has breath that is always minty.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 20 2012 10:50 GMT
#3
Do the HYG have 5k or 2.5k?
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-03-20 11:04:37
March 20 2012 10:59 GMT
#4
On March 20 2012 19:48 Chargelot wrote:
Playing as Terran, my natural CC would be planted in my main, and would fly to the base protected by rocks. Other than that, I really like this map. Numerous semi-risky expansions after the natural force the player to be more active on the map, which I suppose is kinda the point of 6m.

I recall a time when gimmicky things were done to maps, and I recall a time when standards were followed to the letter. I feel like you took these two things by their throats, and smashed them into one another until they began to make a single amorphous creature, which compliments everyone on their appearance and has breath that is always minty.

I know terrans can do that, but I think it's okay here? I dunno, will change if needed. Eh... might be too good with hellion opener in TvZ. Thoughts anyone? ><

I like amorphous creatures, I hope others do too. ^^


On March 20 2012 19:50 TehTemplar wrote:
Do the HYG have 5k or 2.5k?

They are 2.5k like on Devolution.
Comprehensive strategic intention: DNE
Chargelot
Profile Blog Joined December 2010
2275 Posts
March 20 2012 11:02 GMT
#5
Oh holy crap there are vespene geysers in the bottom left/top right corners. They were so well hidden on the overview.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 20 2012 12:58 GMT
#6
Glad to see you still got it ETP Keep the name tho, ETP is better
KCCO!
RumbleBadger
Profile Joined July 2011
322 Posts
March 20 2012 13:39 GMT
#7
Could blink stalkers blink from the high ground fifth into the semi-island and then into the main? I don't know if it's imbalance, but might be something to watch out for...
Games before dames.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 20 2012 15:51 GMT
#8
--- Nuked ---
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 20 2012 15:56 GMT
#9
Will probably end up making each HYG have 4000 gas instead of 2500.


Why not 2 normal ones but 25% further away from the base.
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 20 2012 16:18 GMT
#10
On March 21 2012 00:56 Zandar wrote:
Show nested quote +
Will probably end up making each HYG have 4000 gas instead of 2500.


Why not 2 normal ones but 25% further away from the base.


Only thing that would have diffrence with standart is that then you would need 8 instead of 6 workers for 2 gas. The way it is in this is you only need 3 instead of 6, but u get a little less gas total.
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 21 2012 02:13 GMT
#11
Yes, hyg = 2500 gas, not 5000.

For now I am trying to counteract this by having double-gas expansions in the late game. I've been working this out, it's really hard to come to a solution without changing stats. Will probably end up making each HYG have 4000 gas instead of 2500.

3750 seems more like the right number. It takes the same time to mine out as a normal geyser does now, and you end up with a perfect 25% reduction of both income, and total resources, compared to 8m2g.

Just a thought.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
March 21 2012 02:52 GMT
#12
Controlling the center = win since the expansions form somewhat of a ring around the middle of the map.
I never liked the 1 single xelnaga tower idea.
Everything else is perfect :D
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 21 2012 03:47 GMT
#13
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 21 2012 06:02 GMT
#14
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D
Comprehensive strategic intention: DNE
OldManSenex
Profile Joined June 2011
United States130 Posts
March 21 2012 07:51 GMT
#15
I played this map a little while ago and really enjoyed it, I think the base layout is excellent and leads to multiple attack paths for both players to hit their opponent and have the defend. The one issue I ran across is the amount of sight blockers on the map. The map itself is already pretty large, or at least it feels that way, and because of the far greater emphasis on expanding in a 6m1hyg game you find yourself relying on close monitoring of your enemy's army and attack paths to stay safe. The number of sight blockers on the current map make it really hard to spot the initial move out of your opponent or things like proxy pylons that might be being constructed. Of particular concern is the multi-layer sight blocker right outside the natural leading into the middle of the map, if your opponent seizes control of the central watchtower you won't see them move from there to attack until they're actually in your natural.

Obviously don't take out all the sight blockers, they're generally in pretty good position and add some good tactical depth, there's just a few too many overall. Trimming the hedges a bit should lead to a really good map I'd love to play and watch more of. Great job!
For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
March 21 2012 09:05 GMT
#16
On March 21 2012 15:02 EatThePath wrote:
Show nested quote +
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.
The world is ending what should we do about it?
KapsyL
Profile Joined November 2011
Sweden704 Posts
March 21 2012 10:30 GMT
#17
What surili said. I would love to see minerals there rather then a creeptumor even though they both work the same way pretty much Don't think any other map right now has minerals instead of tumors/rocks in sc2?
40 feels fair, 2 mules is alot of income for the terran and one really doesnt wanna have to go several trips with a full warpprism of probes just to get a nina expansion :<
Jurg Jurg Jurg
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
March 21 2012 10:42 GMT
#18
Great to see more of these. Two thumbs up!
maybenexttime
Profile Blog Joined November 2006
Poland5552 Posts
March 21 2012 11:15 GMT
#19
On March 21 2012 18:05 Surili wrote:
Show nested quote +
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.


Can't you load up to 5 SCVs to a CC and unload them while still lifted?
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
March 21 2012 11:40 GMT
#20
On March 21 2012 18:05 Surili wrote:
Show nested quote +
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.



what you could do as well would to make it a high yeild as mules dont take extra from them it would allow z and P to mine it promptly while not being t imbalanced
ZvP imbalanced blizzards solution nerf terran
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
March 21 2012 11:59 GMT
#21
On March 21 2012 20:15 maybenexttime wrote:
Show nested quote +
On March 21 2012 18:05 Surili wrote:
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.


Can't you load up to 5 SCVs to a CC and unload them while still lifted?


Yes you can, but then you won't be able to return the minerals for the second time, that is part of the reason i wanted 40 minerals and not 25.
On March 21 2012 20:40 cristo1122 wrote:
Show nested quote +
On March 21 2012 18:05 Surili wrote:
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.



what you could do as well would to make it a high yeild as mules dont take extra from them it would allow z and P to mine it promptly while not being t imbalanced


This would be a genius idea, but the numbers don't really add up in any useful way... watch:

5x7 (hym) = 35 minerals = 2 mule trips = 5 scvs in a CC = 5 workers in a transport.
As warpprisms and overlords carry 8 anyway, it isn't a huge deal over making them high yield or not, as for T not to have a large advantage you need at least to make it require 6 trips, in which case it might well be 8.

That said, we could still do it that way, and make it 6 trips, it would still make it slightly easier for P and Z.

The other thing is that they could drop a mule and say 2 workers to mine it out with only a single mule, which is only ~300 minerals. This is slightly outweighed by the fact that it forces the terran to leave the CC as a CC until it lands, slowing down it's effectiveness slightly.
The world is ending what should we do about it?
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
March 21 2012 12:24 GMT
#22
On March 21 2012 20:59 Surili wrote:
Show nested quote +
On March 21 2012 20:15 maybenexttime wrote:
On March 21 2012 18:05 Surili wrote:
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.


Can't you load up to 5 SCVs to a CC and unload them while still lifted?


Yes you can, but then you won't be able to return the minerals for the second time, that is part of the reason i wanted 40 minerals and not 25.
Show nested quote +
On March 21 2012 20:40 cristo1122 wrote:
On March 21 2012 18:05 Surili wrote:
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.



what you could do as well would to make it a high yeild as mules dont take extra from them it would allow z and P to mine it promptly while not being t imbalanced


This would be a genius idea, but the numbers don't really add up in any useful way... watch:

5x7 (hym) = 35 minerals = 2 mule trips = 5 scvs in a CC = 5 workers in a transport.
As warpprisms and overlords carry 8 anyway, it isn't a huge deal over making them high yield or not, as for T not to have a large advantage you need at least to make it require 6 trips, in which case it might well be 8.

That said, we could still do it that way, and make it 6 trips, it would still make it slightly easier for P and Z.

The other thing is that they could drop a mule and say 2 workers to mine it out with only a single mule, which is only ~300 minerals. This is slightly outweighed by the fact that it forces the terran to leave the CC as a CC until it lands, slowing down it's effectiveness slightly.


the main thing is to stop terrans going ridiculous fast command centre first as they can just float it over even if u delay this sort of for the first seven minutes (or making it a high risk thing to do) then it probly wont matter.

The main thing is to stop terran grabbing 3 riduclously quickly.

Alternatively you could do wat gsl did which is put a creep tumour on the island but put it where the base has to be placed so that it blocks it thus not making it Z imbalanced,
ZvP imbalanced blizzards solution nerf terran
Reeevolt
Profile Joined March 2012
Australia15 Posts
March 21 2012 19:29 GMT
#23
Good to see people backing this idea. Hope it takes off.

Also, is your username a reference to Marathon?
joyeaux
Profile Joined May 2005
United States169 Posts
March 21 2012 20:35 GMT
#24
On March 21 2012 20:15 maybenexttime wrote:
Show nested quote +
On March 21 2012 18:05 Surili wrote:
On March 21 2012 15:02 EatThePath wrote:
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


Or you could put rocks there with like 100 hp or something similar, or maybe go BW style and have minerals with maybe 50 in them that you have to mine out before it can be used. Obviously the mule mechanic has altered the way this can be effective somewhat, but if it were done in such a way that there was absolutely nowhere on the island that the CC could land without mining it out, and you raised the level to say 65, suddenly it would cost 3 mules to take it down, which feels fair enough, or maybe set it to 40, so that a warpprism/overlord/medivac full of workers can mine it out in exactly 1 trip, but still costing 2 mules if you want to do it that way in the early game (where on a 6 min map ~600 minerals early on is HUGE, especially in a FE build.


Can't you load up to 5 SCVs to a CC and unload them while still lifted?


Yes, then build a refinery and have the SCVs pick up minerals then gas then minerals again over and over until the minerals run out. Wouldn't cost a single mule.
joyeaux
Profile Joined May 2005
United States169 Posts
Last Edited: 2012-03-21 20:44:34
March 21 2012 20:41 GMT
#25
On March 21 2012 15:02 EatThePath wrote:
Show nested quote +
On March 21 2012 12:47 VictorJones wrote:
I would plant a creep tumor on the floatable expansion to make it a little less terran float friendly but still possible with some creativity


Oh that seems like a good way to prevent major abuse. Forgot about that, thanks. ;D


The best way to prevent float-to-the-island friendliness without favoring any race:

Have you noticed maps often have arches/rocks/buildings which are so tall that flying units/buildings have to go around them? Ring the island with thin pillars that tall, spaced *just* closely enough that a command center can't quite fit through any of the gaps.

Now there is no way to get units on/off the island without drop/nydus tech, regardless of race.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-03-21 21:53:49
March 21 2012 21:50 GMT
#26
On March 22 2012 04:29 Reeevolt wrote:
Good to see people backing this idea. Hope it takes off.

Also, is your username a reference to Marathon?


YES <3

This map name also...



Good discussion about islands, thanks for all the suggestions. These issues have been batted around before and I don't think there's a clear answer on the best standard island block. For that matter islands are highly untested in SC2 competitive play anyway. I'm not convinced a "free" expansion that quickly becomes vulnerable and difficult to reinforce is a liabiliity for balance anyway, given that you need more than 2 bases to play beyond 8-10 minutes. However I'd rather err on the safe side. I have an idea I need to test that I think would be the best solution for this particular case.


About the profuse LosB at the narrow passage and around the hole: can I get others' thoughts on this? I am thinking it's a little too easy to hide pylons, and senex might have a point about armies popping out at your natural. However I meant the airspace over the hole to be a spot for overlords to see there, and I wanted some tension on the direct path to the center. I might try diminishing the amount of hard vision blocked areas making the LosB more spotty / less true hiding spots.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 24 2012 09:37 GMT
#27
Flying FE CCs to the semi-island is now fixed:

[image loading]

See update in OP for explanation.

Thanks to everyone playing in channel 7m!
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
March 25 2012 05:10 GMT
#28
Rather creative method of blocking the island, especially with the timer aspect of it. Another idea would be to just put a hostile photon cannon there - you have to kill the cannon + pylon in order to use the expo. This way you're free to take the base whenever you want, but you need combat units in order to do it.
vibeo gane,
iMrising
Profile Blog Joined March 2012
United States1099 Posts
March 25 2012 06:36 GMT
#29
The map actually looks quite good. It looks fairly balanced as far as I can see, though I think it might be a little too open, which can be favorable to zerg players.

Good work though!
$O$ | soO
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 25 2012 07:06 GMT
#30
Super awesome island blocker haha. I haven't seen anything like it in sc2 before
S1eth
Profile Joined November 2011
Austria221 Posts
March 25 2012 13:53 GMT
#31
Have you thought about the effects the island could have from an attacker's perspective?
In this post, I will assume that the defender spawns at the 10 o'clock position.

The main is pretty small with space for only 27.7 CCs, so I expect Terrans and Protoss to fill all that space with buildings.

For Terran attackers:
The island seems to provide an excellent spot to shell the opponent's main (production facilities) with siege tank fire while being protected by the rocks. A protoss player's zealots for example cannot attack the siege tanks. A terran's army must take heavy splash damage and can only attack the closest tanks (and only if the tanks don't have any army support). Zerg can't do anything .

If the defender takes the island himself, the Terran can savely siege the island from 8 o'clock base.

For Protoss attackers:
Blink stalkers can blink from the 8 o'clock base to the island, from the island to the main (without even the need for an observer), from the main back to the island or the low ground base. Basically, the Protoss player can travel between and attack 3 bases with just one mouse click whereas the defender (if he isn't Protoss and going for blink stalkers) must travel ~20 seconds to reach the other side.
The same applies to some extent to Colossi.
Gheed
Profile Blog Joined September 2010
United States972 Posts
March 25 2012 14:13 GMT
#32
I have addressed the issue of flying CC to the semi-island by introducing a timed out expo blockade. One hostile spine crawler attacks two alternate player hives (stacked on top of each other) until they are both dead, and then the lack of creep kills the spine. Thus, the site is initially blocked and indeed guarded by a spine, which will attack players' units. After about 6 minutes the hives are dead and the spine is at partial health from the broodlings attacking it. After about 7 minutes the creep is gone and the spine has died.


This is the coolest island blocking mechanic ever
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
March 26 2012 02:13 GMT
#33
I like the los blockers in the approach to the natural. Very terrifying though :D
shikata ga nai
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
March 26 2012 02:38 GMT
#34
Why not just add a destructable rock to that expansion with a few hundred HP? The drastically decreased mining rate would make the extra protection from the rocks not worth it, and SCV's wouldn't break it down fast enough either.
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
March 26 2012 02:41 GMT
#35
Why would he do that when he already has rube goldberg autodestructive rocks?
shikata ga nai
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 27 2012 10:08 GMT
#36
On March 25 2012 22:53 S1eth wrote:
Have you thought about the effects the island could have from an attacker's perspective?
In this post, I will assume that the defender spawns at the 10 o'clock position.

The main is pretty small with space for only 27.7 CCs, so I expect Terrans and Protoss to fill all that space with buildings.

For Terran attackers:
The island seems to provide an excellent spot to shell the opponent's main (production facilities) with siege tank fire while being protected by the rocks. A protoss player's zealots for example cannot attack the siege tanks. A terran's army must take heavy splash damage and can only attack the closest tanks (and only if the tanks don't have any army support). Zerg can't do anything .

If the defender takes the island himself, the Terran can savely siege the island from 8 o'clock base.

For Protoss attackers:
Blink stalkers can blink from the 8 o'clock base to the island, from the island to the main (without even the need for an observer), from the main back to the island or the low ground base. Basically, the Protoss player can travel between and attack 3 bases with just one mouse click whereas the defender (if he isn't Protoss and going for blink stalkers) must travel ~20 seconds to reach the other side.
The same applies to some extent to Colossi.


The timings where you can do those things are the same as blink + obs and tank/marine elevator. So I don't see why it's any different than normal. If there's a replay where it's clearly unbeatable, I don't mind adjusting it. This map is meant to provide variety, not perfect balance, though. I haven't seen any island abuse in all the games I've played and watched.
Comprehensive strategic intention: DNE
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