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Active: 1241 users

[M] 6m FRB Braxis Delta by Barrin

Forum Index > SC2 Maps & Custom Games
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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 States2408 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
https://liquipedia.net/starcraft2/Monitor
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 States2408 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.
https://liquipedia.net/starcraft2/Monitor
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
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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.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2012-04-02 21:42:12
April 02 2012 21:37 GMT
#21
I have to say, I don't like this map superficially compared to some of your others, Barrin. It feels almost contrived, in that very Shakuras-y way for half-map vs. half-map endgames. I don't know a lot about mapmaking- even some of the discussion above while I can understand I certainly don't belong as a part of so I'll refrain from suggesting things, but this map seems very partitioned almost, and while I'm all for epic lategames, the base layout just doesn't strike me, from a spectator's standpoint as being very engaging.

Edit: I hope this is helpful, it's tough to articulate haha.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
Last Edited: 2012-04-03 08:18:12
April 03 2012 00:40 GMT
#22
I guess the best way I could exemplify that ZvP would be an issue due to the power of the gold base. Is with pictures as they say, "a picture is worth a thousand words".

From your braxis replays income level at 50 harversters on 3 base for zerg 2 blue and one gold.

[image loading]

Income for zerg on 3 base and 60 drones on korhal compound

[image loading]

As you can see the income levels are near identical though on korhal I have more mineral patches available and 10 additional drones. The match up/suppy is irrelevant what matters is the income levels.

So what's the point? The point is that compared to the normal 8m2g meta game....

Zerg Player: Has to do less to be in the same situation they would normally be in ZvP on 60 drones and 3 bases economically speaking.

Protoss Player: Has to do more to be in the same situation they would normally be in ZvP on 2bases economically speaking. (the 3rd nexus drop)

So if the Zerg player is required to do less, and the protoss player is required to do more. This is going to favor the Zerg player in every way shape and form. Thusly making the gold base location an issue moving forward as it's giving the Zerg player an advantage just comparing to the current meta game and map structure.

Remove the Gold Base or Move it: Zerg has to take a 4th as an additional step to get to the same point, and the game is even.

I think it's pretty clear cut that the gold base is/will be an issue and needs to be addressed. This all just based on statistics which are a very reliable indicator as to how things will play out.

I looked at the replays since you mentioned them as proof that it seems fine. Being blunt the level of play in those game is bad, which invalidates them as proof of concept. You have to have cleaner build timings, macro, and decision making to accurately test a maps balance.

In case you would argue they do....I can put 2players on Steppes of War one Platinum Zerg and one Gold Terran. The Zerg player could very well win 9 out of 10 at this level of play just by making less bad decisions. We know however at the highest level of play the Terran will win 9 out of 10 games because the map is terribly in favor of T.

I think it's worth saying the only reason I'm being a bit of a pain is I like the FRB concept, but if you test it on a map with issues you won't get great results.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 04 2012 16:41 GMT
#23
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 10 2012 03:02 GMT
#24
Where is this promised OP update?? =p
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 10 2012 03:30 GMT
#25
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Gfire
Profile Joined March 2011
United States1699 Posts
April 14 2012 22:45 GMT
#26
That sort of tower doodad on the left side backdoor expansion is kinda distracting and gets in the way for me as a spectator. It would be nice if you could swap that out for a shorter doodad.

Anyway, I think the proportions on this map are better than I had originally thought when I first saw it. It seems really nice. Great job.
all's fair in love and melodies
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