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[M] 6m FRB Braxis Delta by Barrin

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 01 2012 20:55 GMT
#1
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eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
April 01 2012 21:05 GMT
#2
I don't usually post in the map section, but just had to say this map looks amazing. Great aesthetic work!
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 01 2012 21:05 GMT
#3
What do you mean by destructible units?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
monitor
Profile Blog Joined June 2010
United States2404 Posts
April 01 2012 21:12 GMT
#4
Looks nice. I dislike that taking lategame expansions doesn't require much map control. Here's a drawing to show what I mean.

I think this map could benefit a lot from removing some expansions and changing their vulnerabilities. The problem I have is that taking some bases essentially gives you a "free" base that is almost invulnerable.

[image loading]

Compared to Cloud Kingdom:

[image loading]
Note: The fourth does make the third somewhat free. Other than that though, the expansions are spread out enough so that it is easy to catch the opponent out of position. Imo not the case on Braxis Delta.

I would suggest making some changes like this so it is less turtle and there is more harass/multi-prong aggression potential.

[image loading]

Small adjustments:
-Spread out corner bases
-move the 2gas base closer to the natural, remove min only or make it 4 minerals
-move the lowground corner base closer
-make the highground corner base more vulnerable
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-04-01 22:25:14
April 01 2012 22:21 GMT
#5
This is suffering the same deal that was a problem on Cross Point. A protoss FFE, zerg takes gold as nat or 3rd = win.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
April 01 2012 22:46 GMT
#6
On April 02 2012 07:21 IronManSC wrote:
This is suffering the same deal that was a problem on Cross Point. A protoss FFE, zerg takes gold as nat or 3rd = win.


This might not be the case because protoss can take a safe inbase expo and the third is a lot easier than Cross Point. I don't think it warrants any changes yet. If you find that zerg taking the gold is indeed overpowered like Cross Point, I suggest simply adding rocks to the gold to prevent taking it too early against a forge FE.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Aunvilgod
Profile Joined December 2011
2653 Posts
April 01 2012 23:12 GMT
#7
I would agree on removing the base right beneath the backdoor.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 01 2012 23:41 GMT
#8
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Kmatt
Profile Joined July 2011
United States1019 Posts
April 02 2012 01:14 GMT
#9
In 6m, you have to be able to take many bases, so the large amount of progressively outward bases is the ideal scenario, right? However I am definitely in favor of making the gold base blue.

By the way, do you want me to upload the replays of the test games we did on here last night?

We CAN have nice things
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 02 2012 01:16 GMT
#10
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Kmatt
Profile Joined July 2011
United States1019 Posts
Last Edited: 2012-04-02 02:46:33
April 02 2012 01:23 GMT
#11
Sounds good, though except for the nydus one (a.k.a. every ladder ZvP I play anymore), almost every replay has me macro-ing up a storm, then making a dump mistake and losing right there TT.


REPLAYS

Barrin [Z] vs Kmatt [Z]
Barrin [Z] vs Kmatt [Z]
Barrin [P] vs Kmatt [Z]
Barrin [P] vs Kmatt [Z]
Barrin [P] vs Kmatt [Z]
Barrin [T] vs ZenoAkoop [Z]
Barrin [T] vs Kmatt [Z]
Barrin [T] vs ZenoAkoop [Z]
JCITWTTTL (Cho) [Z] vs ChewToy [P]
Kmatt [Z] vs SpaceSteak [T]
Kmatt [Z] vs Kallo [T]
We CAN have nice things
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-04-02 06:17:33
April 02 2012 06:02 GMT
#12
On April 02 2012 08:41 Barrin wrote:
Show nested quote +
On April 02 2012 07:21 IronManSC wrote:
This is suffering the same deal that was a problem on Cross Point. A protoss FFE, zerg takes gold as nat or 3rd = win.

What monitor said. The ease of taking a 3rd (and 4th, 5th, etc, but particularly third and to a less extent fourth) is worlds apart, in such a way that shouldn't hurt Protoss nearly as much.



Are you kidding me? It is super easy to take because it's way more hidden and is an easy 3rd.

Because it's that close, you should add the rocks anyways. On Cross Point, the gold was in the center of the map and zergs still took it as their nat/3rd which became a problem, but somehow it's not an issue on a tucked away gold on your own map because it's "worlds apart?" ...it's tucked away around the corner of your natural barrin.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Nerski
Profile Blog Joined November 2010
United States1095 Posts
Last Edited: 2012-04-02 09:15:58
April 02 2012 09:03 GMT
#13
My suggestions for this map, and i'll TLDR the reasons why, based on loading the map up in scII. Then messing with it for about an hour or two with Zerg and Terran. I think these small tweaks can keep it as having a more 'macro' feel without playing more or less like your standard 8m 2g map.

[image loading]

1) 'Natural' base removed: This done because otherwise defending the initial 3 bases is fairly 'easy' which puts you on an income level greater then 2 bases in 8m 2g, which essentially defeats the whole purpose of 6m1hyg.

Additionally this base is extremely vulnerable to fast 1 base medivac / tank pushes (see lost temple) because the ground distance from the ground to the cliff for the defender is just to large. Which imbalances the map in favor of Terran. Illustration in spoiler.

+ Show Spoiler +
[image loading]


2) Gold bases at minimum moved/if not removed: Z v P as a zerg player I'd take the gold as my third versus any non 1 basing protoss. Essentially giving me a huge advantage. I tested this, and with my first 2 queens initial tumor, I need only move it once and connect the main, the remaining 'natural', and the gold base. Illustration in spoiler as well.

+ Show Spoiler +
[image loading]


Tested how long it would take to max out, with no upgrades on three base it took 10.5 minutes to max out on Z/R with only zergling speed upgraded on gas. Took me 13 minutes to max and to get a slew of lair upgrades (burrow, roach speed, overlord speed) and 2 attack for missile and meele (started not finished). I also could have started my hive at 13 minutes and been on 4 bases (without the removal of the in base natural).
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 02 2012 09:27 GMT
#14
This is fine as a temporary "hopefully good-for-Protoss" map, but I don't see in-base natural working well on this style of 2player generally or in this map specifically. It's so blunt-instrument and the map doesn't seem like it's built to accomodate auto-macro games especially. The features meant to compensate (as I read them) create these weird delayed mandatory incentives. (For example the gold base.) I would much prefer a port of Calm Before the Storm with an extra set of 4ths or something.

Also, there's so much potential for creative and interesting arrangements of semi-easy/free 3rd bases that just isn't possible in the 8m paradigm (for obvious reasons we've all grown familiar with). Drastic example: back door rocks that hook up in the front with the natural entrance with a 3rd base. Or a semi-island arrangement. All sorts of things... time delayed block using hostile spine crawlers. ;D

The point is I see a huge amount of possibilities that are just not there in 8m that we can sift through -again- or for the first time in 6m because providing various less vulnerable / easier 3rd bases isn't affecting the lategame directly.

I hope you don't take this too harshly but I really think you can do better. (We as mappers can do better -- that's a challenge folks.)
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-02 14:55:16
April 02 2012 14:40 GMT
#15
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 02 2012 14:45 GMT
#16
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sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 02 2012 15:35 GMT
#17
Those watchtowers are completely unnecessary and just encourage lazy play. They dont reaveal any airspace, so just let the play actually use units to secure the middle instead of just taking their ball and camping the tower.

It though the whole point of 6m was to spread things out and encourage positional play. That idea should be reflected in tower placement as well. I though we were moving past the point of just sticking towers in all the high traffic locations because they exist.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-02 18:32:45
April 02 2012 18:13 GMT
#18
--- Nuked ---
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 02 2012 18:38 GMT
#19
i can see the expansion flow you were trying to go for, and i think i see some certain inspirations in this map from bw. but at first glance i going to have to agree the base placement seems a bit congested. i'd have to play it to get a better idea of how the gameplay spans out over time.
starleague forever
BoggieMan
Profile Blog Joined August 2011
520 Posts
April 02 2012 20:52 GMT
#20
The map seems nice on the way it favours macro, but still opens oppurtunities for playing aggressive, for example the fourth is placed so the player needs to rearrange his defenses to take it.
I like that the map does not encourage a particular style like all the stupid ladder maps we have right now.
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