We skyrocketed our mapmaking skills astronomically and used some brand new conceptual and aesthetic work. The map is currently in its testing phase (so it isn't uploaded just yet), so please give some feedback so we can please everybody, so the map is balanced, so it can be in tournaments, so we can rule the world.
The 1v1 map uses lots of new ideas so please view with an open mind. We use our creative license when trying said ideas.
Without any further hesitation or dillema, we present to you [big]JACKHAMMER.
I am left speechless. This map looks awesome, and I don't understand why GSL hasn't contacted you. Blocking bases with spinecrawlers, super safe naturals, 3 gas bases... Genius.
Looks pretty good. Nice job adding some variety in aesthetics to different levels, especially the center and backdoor. Overall it seems like it will play out alright, but there are a few things I would change.
My main concern is that there is a spinecrawler on the right side of the map. It could cause some serious imbalance if a player tries to walk by it in the first few minutes of the game (before it dies because of no creep).
It looks very balanced and the aesthetics are top notch. This is some real cream of the crop stuff right there, it does not get any better than that. Very well done guys.
My only nitpick is that there's not enough gold minerals. I think there should be at least three full gold mineral bases to make it a map worth considering in pro tournaments.
On April 01 2012 02:34 Shintuku wrote: I am left speechless. This map looks awesome, and I don't understand why GSL hasn't contacted you. Blocking bases with spinecrawlers, super safe naturals, 3 gas bases... Genius.
Thank you very much!
On April 01 2012 02:34 Akinokaze wrote: Someone get the guys at Blizzard to add this to the ladder.
I must say though, the lack of rocks is disturbing.
YES PLEASE!! the amount of rocks is just fine we think but more couldn't hurt.
On April 01 2012 02:37 Plexa wrote: Needs more destructible rocks.
you are the second person to say this. We'll consider it.
On April 01 2012 02:41 dezi wrote: Ahahaha, i see what u did there. N1 :D
what? let's talk in the tpw chat.
On April 01 2012 02:41 monitor wrote: Looks pretty good. Nice job adding some variety in aesthetics to different levels, especially the center and backdoor. Overall it seems like it will play out alright, but there are a few things I would change.
My main concern is that there is a spinecrawler on the right side of the map. It could cause some serious imbalance if a player tries to walk by it in the first few minutes of the game (before it dies because of no creep).
good eye. it isn't too hard of a fix so it might be possible. btw love your maps my friend!
On April 01 2012 02:42 Baumvieh wrote: It looks very balanced and the aesthetics are top notch. This is some real cream of the crop stuff right there, it does not get any better than that. Very well done guys.
My only nitpick is that there's not enough gold minerals. I think there should be at least three full gold mineral bases to make it a map worth considering in pro tournaments.
some more gold bases is a good idea cuz there are barely enough expansions right now. we might consider adding some more at a later time.
I think we have found the best map in RTS history right here. better than Daybreak in SC2 or fighting spirit in BW Can you upload this now because I feel this is the future of map design.
Nice map, it is too protoss favored though, you should make the 3rd and 4th less safe so protoss won't be able to just take 4 bases without zerg or terran being able to react. Also needs more rocks.
1. Expos are perfect distances away. 2. The circles represent areas that, I think, require something more, either another base as in the case of the spawn locations, or something really cool like a spot where there could be no minerals, but 2 high-yield gases. Fuck yeah. 3. The question marks are where we run into trouble. Because the map is totally kick ass, I cannot decide where to expand. You see, if I expo to the minerals on the low ground, it makes it harder to gain control of the high ground above and the expo north of that. We all know that in war, high ground is one of the best advantages you can have, so we really need to secure that high ground early. This seems way too "terran favored" in that they can just build bunkers everywhere and take all the high ground.
Conclusion: Map totally broken in ZvP because zergs can use the awesome creep from the neutral bases against you. Also, if you are terran, just build a bunker bank and you are all good.
Like I said before the map is already almost perfect but the presentation here is a bit lacking.
Being the good guy I am, I created a banner suitable for this much awesomeness which I'm generously allowing you to use completely free of charge. Glad to help out:
I'm really impressed, but honestly I'm very upset too. I get no credit anywhere for the stunning innovative use of spine crawlers, a technique which i pioneered, and this is exactly the sort of mapmaker intellectual property theft and political maneuvering for personal recognition that is killing ESPORTS. Have fun ruling the world, because the honest among us will be boycotting you.
DO NOT PLAY THIS MAP UNLESS YOU WANT TO DESTROY STARCRAFT 2.
On April 01 2012 11:58 EatThePath wrote: I'm really impressed, but honestly I'm very upset too. I get no credit anywhere for the stunning innovative use of spine crawlers, a technique which i pioneered, and this is exactly the sort of mapmaker intellectual property theft and political maneuvering for personal recognition that is killing ESPORTS. Have fun ruling the world, because the honest among us will be boycotting you.
DO NOT PLAY THIS MAP UNLESS YOU WANT TO DESTROY STARCRAFT 2.
Man, you are right. He is killing eSports. Fuck...
Also, make sure you submit this baby to MotM and to Blizzard and GSL for ladder consideration. Honestly, publish this. I totally want to try it for real. LoL.
On April 01 2012 11:58 EatThePath wrote: I'm really impressed, but honestly I'm very upset too. I get no credit anywhere for the stunning innovative use of spine crawlers, a technique which i pioneered, and this is exactly the sort of mapmaker intellectual property theft and political maneuvering for personal recognition that is killing ESPORTS. Have fun ruling the world, because the honest among us will be boycotting you.
DO NOT PLAY THIS MAP UNLESS YOU WANT TO DESTROY STARCRAFT 2.
Man, you are right. He is killing eSports. Fuck...
Also, make sure you submit this baby to MotM and to Blizzard and GSL for ladder consideration. Honestly, publish this. I totally want to try it for real. LoL.
very sorry I missed your request to upload the map. as soon as we finish the necessary balance changes it will be uploaded. give it a day or so. thank you for flying with continental air and we hope to see you on your next flight.
Finally got the chance to play a few games on it. I completely support the suggestion of a gas heavy base(s), not 2 high-yield though but 6hyg1m. I also believe a neutral pylon should be blocking the expos of both sides to prevent fast expands as this strategy seems to be a little too strong on such a defensible map.
This map is without a doubt the best piece of work that TPW has released. Look at the way the 3rds go into the 4ths! The expansion pattern between the 4th and the 5th is unheard of and completely unique because of the rocks and if you get your natural you can get the third which allows you to grab a 4th and expand to your 5th.
I think at first glance I knew it was a great map and the paths you could use to attack were open to counter attacks. What makes this map even better though is the more you analyze it and see the counter attacks with the 5th bases you can see that air attacks onto the 5ths allow counter attacks into the 4ths. So maybe you won't want to fast expand!!!
Overall, I think it looks and feels and plays out exactly like Xel'Naga Caverns.