Prophets Passage is my newest 2 player creation. I wanted to create something unique that hasn't been done before. With that said, I definitely feel I've shaken some things up a little bit. With all the smaller chokes and elevation changes, as well as the easy to hold bases, I feel all three races will benefit different ways from this map. The most unique thing about this map is that the main has a backdoor that is blocked by Rich Minerals.
Specs: Availability: US Map Size: 136x152 Expansions: 10 8m2g bases, 4 6m1rg XWT: Two
Easy to hold natural that has a backdoor ramped blocked off by Rich Minerals. (56 total resources). This allows you to take a fast expansion and mine out the mineral wall at a later date.
Middle has plenty of ramps to keep zerg in check, but also plenty of open space to get surrounds.
The 4th base is fairly easy to grab but watch out because it can be easily harassed by the high ground behind you.
The fifth base is actually safe and quite easy to hold. It is also farther out of the way so it could easily be sneaked.
Are those just LOS blocker going form main to natural? I feel like having 2 openings to main just isn't feasible.. 6, 7, 8, 9, 10 pool..Am I missing something? Hehe I tried to edit, but you guys quoted me, it's all good. I played the map, it feels like it would be zerg favored, but not entirely sure I only played vs the computer haha. once you have 3 bases up it's way easier to hold than 2. Because when trying to defend only the main and nat, the attacker can bounce back and forth from easier than defender can.. not sure how I feel about that.
On April 30 2012 11:42 thurst0n wrote: Are those just LOS blocker going form main to natural? I feel like having 2 openings to main just isn't feasible.. 6, 7, 8, 9, 10 pool..Am I missing something?
On April 30 2012 11:42 thurst0n wrote: Are those just LOS blocker going form main to natural? I feel like having 2 openings to main just isn't feasible.. 6, 7, 8, 9, 10 pool..Am I missing something?
Low resource count gold minerals with LoS blockers behind the mineral line so you are not able to warp in units over it. You have to mine out the resources to allow the opening. They only have 35 minerals so I suppose you "could" 6 pool, but you'd have to bring 5 of your drones with you to be able to mine out 1 patch.
Image so you can see. It's also linked under the "Features" Section. + Show Spoiler +
On April 30 2012 11:45 SidianTheBard wrote: Low resource count gold minerals with LoS blockers behind the mineral line so you are not able to warp in units over it. You have to mine out the resources to allow the opening. They only have 35 minerals so I suppose you "could" 6 pool, but you'd have to bring 5 of your drones with you to be able to mine out 1 patch.
Image so you can see. It's also linked under the "Features" Section. + Show Spoiler +
I dunno about only having 35 minerals each. I think they should either be blue patches, so it takes 7 harvests, or increase the mineral amount. Since there are LoS blockers on the inside, it's tough to know they're working on knocking down that door, and having the drones with the zerglings makes it even more of an all-in. It's probably not as imbalanced as I'm making it seem, it's just something that would be a nasty surprise for the defending player, and nasty surprises usually aren't fun.
The rest of the map looks really cool though. I love how there are several different expansion patterns you can take, based on your race and opening. The aesthetics are pretty neat, too.
It would take a long time for all 5 drones to mine through that as well. You'd definitely have time to get zealots/marines up, even if you didn't know it was coming.
I really like the orange lines and the aesthetic as a whole. The map feels very put together.
The natural is very open... I feel like it's too vulnerable for forge fast expands and 15cc, and too easy to bunker rush. Perhaps bringing it in just a little closer to the ramp? so that you can get that partial wall off with two 3x3 buildings and protect your pylon?
The high ground in the middle is also interesting, but it means that almost all the open areas where a zerg would normally want to engage are on the low ground... just something to consider.
wonderful layout, but i think there needs to be more space to maneuver, also the rock/snow works really well in some areas but others seems like too stark.
I dont like the back door too the main... I like the idea but I feel like the size of it makes it too small to be practical. Obviously there are alot of possibilities for getting hellions or lings into the main, but medivacs and drops will come out faster, and this passage will only be opened once you have a 3rd. It seems that you can use it defensively, but I think that the entrance is too small because running your units into that small of a choke is going to be disadvantageous for you. I would like to hear your take on it tho. I love the aesthetics on this map, and how creative you are being really stretching your map to the limit. Those are my two cents keep up the inspiring work!
Are those just LOS blocker going form main to natural? I feel like having 2 openings to main just isn't feasible.. 6, 7, 8, 9, 10 pool..Am I missing something? Hehe I tried to edit, but you guys quoted me, it's all good. I played the map, it feels like it would be zerg favored, but not entirely sure I only played vs the computer haha. once you have 3 bases up it's way easier to hold than 2. Because when trying to defend only the main and nat, the attacker can bounce back and forth from easier than defender can.. not sure how I feel about that.
Haha, sorry about the quoting! To be honest from my testing I was only worried about PvX matchups and that's mainly because I did feel that the low ground natural is still a little open. It's why I added rocks at one of the enterances to give it a better choke.
Also, about the attacker able to bounce back and forth easier, that's only the case if you take the backdoor expansion as your natural. Remember, unless they bring 5 workers they won't be able to get through the wall and therefore you can park your army by your lowground nexus.
I dunno about only having 35 minerals each. I think they should either be blue patches, so it takes 7 harvests, or increase the mineral amount. Since there are LoS blockers on the inside, it's tough to know they're working on knocking down that door, and having the drones with the zerglings makes it even more of an all-in. It's probably not as imbalanced as I'm making it seem, it's just something that would be a nasty surprise for the defending player, and nasty surprises usually aren't fun.
The rest of the map looks really cool though. I love how there are several different expansion patterns you can take, based on your race and opening. The aesthetics are pretty neat, too.
This is something I'm considering as well. Mineral walls haven't really been used nor tested all that much. I figured 35 is quick enough that if you want to Fast expand to the high ground expansion you are put one of your first couple workers to start to mine it out and it wouldn't take too long. Also, having 5 workers mine from the same patch does take some extra time, plus if they accidently screw up and mine from the wrong patch they are screwed. ^_^
Appreciate the comments are the expansion paths / aesthetics. I worked hard on those. :D
It would take a long time for all 5 drones to mine through that as well. You'd definitely have time to get zealots/marines up, even if you didn't know it was coming.
I really like the orange lines and the aesthetic as a whole. The map feels very put together.
The natural is very open... I feel like it's too vulnerable for forge fast expands and 15cc, and too easy to bunker rush. Perhaps bringing it in just a little closer to the ramp? so that you can get that partial wall off with two 3x3 buildings and protect your pylon?
The high ground in the middle is also interesting, but it means that almost all the open areas where a zerg would normally want to engage are on the low ground... just something to consider.
Thanks sir! As I said earlier in this post I added those d-rocks later in my testing to try to make the low ground natural a little "safer" Protoss could also have the luxury of walling off the small ramp, opening up the backdoor and taking their natural there. You could then just keep 1 or 2 sentries by your front ramp to forcefield (for emergencies!) and keep most of your army by the high ground expansion.
Also, yes most of the open areas where a zerg would normally engage are on low ground, but you'd be surprised how well Banelings, Fungal, Mutas & Brood lords work in those smaller chokes.
wonderful layout, but i think there needs to be more space to maneuver, also the rock/snow works really well in some areas but others seems like too stark.
Are you a zerg player? I feel with all the chokes it makes roach play not as strong, especially since Mass Roach play off 3 base (it's easy for zergs to get 3 base here) is very strong. I'm hoping it encourages more ling/infestor/muta/broodlord play since those are what are going to be very strong on this map.
Also, to be honest it's not meant to be snow but it does look like it too much. >_< Oh well, I'll take what I can get and I'll keep slowly working on it.
I dont like the back door too the main... I like the idea but I feel like the size of it makes it too small to be practical. Obviously there are alot of possibilities for getting hellions or lings into the main, but medivacs and drops will come out faster, and this passage will only be opened once you have a 3rd. It seems that you can use it defensively, but I think that the entrance is too small because running your units into that small of a choke is going to be disadvantageous for you. I would like to hear your take on it tho. I love the aesthetics on this map, and how creative you are being really stretching your map to the limit. Those are my two cents keep up the inspiring work!
The thing is you never have to mine it out if you don't want too. More then likely the enemy isn't going to bring at least 5 workers to mine it out either. Yes, you can block it with 1 forcefield, but with the LoS blockers & and way the minerals are set up it'll take more then 1 3x3 building. I thought it'd work out best like that, but as always I'm sure as there is more playtesting I'll figure out what works best. Maybe it can be abused since it is a smaller path but it's also a quick easy way to move from your bases so in theory, defending "should" be easier.
Make sure you manually test the warp in possibility very thoroughly at both bases. Sometimes you can drop a zealot in right at the near edge of the LosB, which would grant vision on the other side as soon as it was finished warping -> move a skosh.
Also that is plainly light colored sand not snow. ;D
I like it in general, I don't like the chokiness in the middle and at the middle bases, and I'm not sure how much the back door really adds given that the defensive dynamic doesn't change much either way if you have natural and 3rd. The natural unwallableness (that's a word!) is fine by me but I'm not sure you can convince SC2dom at large.
But all those things are cool, and worth trying out. I would just simplify those highground things with ramps on either side of middle. Shorten by one diagonal quantum and get rid of the jutting side platforms--or something. Also the holes around the cliff of the main, I would fill that in to create a little more width along that lowground channel that feeds into the base next to center. I would. (meh)
Very eye-catching aesthetics, nicely done! Quite a map to show up with.
HOWEVER, you need to test your model VERY THOROUGHLY before publishing it. 35 minerals isn't alot- an all in sixpool handles that nicely. You need to make it so that at least 10 or so harvesters are required to clear one patch. Cause If I get sixpooled with all drones....
Also- I would think about making the foreword base HY. Double also, I haven't stalked you in a while. How have you been ^^
Make sure you manually test the warp in possibility very thoroughly at both bases. Sometimes you can drop a zealot in right at the near edge of the LosB, which would grant vision on the other side as soon as it was finished warping -> move a skosh.
Also that is plainly light colored sand not snow. ;D
I like it in general, I don't like the chokiness in the middle and at the middle bases, and I'm not sure how much the back door really adds given that the defensive dynamic doesn't change much either way if you have natural and 3rd. The natural unwallableness (that's a word!) is fine by me but I'm not sure you can convince SC2dom at large.
But all those things are cool, and worth trying out. I would just simplify those highground things with ramps on either side of middle. Shorten by one diagonal quantum and get rid of the jutting side platforms--or something. Also the holes around the cliff of the main, I would fill that in to create a little more width along that lowground channel that feeds into the base next to center. I would. (meh)
Very eye-catching aesthetics, nicely done! Quite a map to show up with.
I've messed around with warp-ins for a little bit and didn't seem to be able to warp passed the LoSB so hopefully it's good. I'll have to keep testing it just to make sure. The highground pieces in the middle that you mention are actually stuff I put in my map much closer to the end of my design. At first I had it flat and I didn't like it at all. I also had it as low ground but I thought it played out worse. So, if Low sucks and Mid sucks, make it high! :D
I'll keep in mind about opening up the side path around the lowground channel. I think the only reason I have space there is because I didn't want too much low ground touching the main.
I'm glad some of it you enjoy though, it's definitely been awhile since I've had time to make a map so trying to come up with new and unique things is quite difficult. :p
HOWEVER, you need to test your model VERY THOROUGHLY before publishing it. 35 minerals isn't alot- an all in sixpool handles that nicely. You need to make it so that at least 10 or so harvesters are required to clear one patch. Cause If I get sixpooled with all drones....
Also- I would think about making the foreword base HY. Double also, I haven't stalked you in a while. How have you been ^^
The mineral wall is such a huge test at the moment especially since there aren't really any maps out there right now that use this feature. I think at most I'd Increase the minerals to 49 or 56 which would be 7 or 8 trips. I know when I made it 35, that it's 5 trips. Looking at the wiki it takes a worker about 3 seconds (2.8) to mine 5 minerals. So that's about an extra 15 seconds of time you get just for them to break through the mineral wall. To get an extra 15 seconds before a 6 pool hits you is quite a lot of time, especially since the rush distance main to mineral wall is quite long as it is (like ~190 in the sc2 analyzer)
Geez, I thought my map was already unique enough and you want me to try to incorperate golds into it as well? You crazy!
I've been great actually, super busy mon-thurs usually, but my weekends are very relaxing so I've been slowly working on this map for the past couple of them. I actually started to draw the layout of this map in a notebook during the week because I was bored lol. Stalk me anytime bud! Oh and feel free to use this map for any certain Canadian events...Ehhh?? Ehhhh??? /cough /cough /wink hahahah <3
I really like that you try new ideas. And good ones
As a Protoss player the natural looks scary to me. Your post of a Wall-in does not defend the nexus vs lings, which is at least very annoying. Oh, and don't make the forward base a gold. It will be the classic Antiga counter to FFE by Zerg.
I don't think any of the ideas is broken, per se. But it will take a lot of testing. I really hope the TL mappers are up for it!
Eh, I may kinda regret wasting my 5k post, but the proximity of that mineral blocker to that gas reminded me of a certain old BW game...
Basically, Flash used a Refinery to exchange his SCVs' minerals for gas so that they could return to mine those blocking minerals. Perhaps that may work on this map?
Although I'd definitely 6-pool with drones every single game ^^ I think those bloacking min patches should really contain more than 35.
And when I finally put the mineral wall in, I was only worried that a Terran All-in where they bring like 15 scvs was going to be the only problem. Come to find out, no one gives a crap about that and everybody is worried about 6 pools!!! I'll most likely tweak the mineral fields to have more minerals.
About the whole 6-pool argument, most protoss forge FE, so if they notice a 6pool they'll build their first cannon by their main nexus and just sacrific their pylon & forge down by the natural. Zerg breaking in the back door isn't going to change anything. Zergs can't wall in anyway so a 6 pool is still a 6 pool. The only matchup I feel it could have a significate advantage in would be ZvT but most terrans wall off the front ramp anyway and when they notice it's a 6-pool they could just move 1 marine back to the mineral wall and pretty much deny it.
But, since many people are scared of it either way, I will for sure up the mineral count, maybe double (so it takes 10 workers)
Basically, Flash used a Refinery to exchange his SCVs' minerals for gas so that they could return to mine those blocking minerals. Perhaps that may work on this map?
w00t, 5k posts. This would actually be a genius idea because yes It would work. Think of the possibilities this map could bring if tournaments picked it up. How epic would it be to see MVP build a refinery by the enemy mineral wall, confusing everybody until he starts to mine away at the wall with that 1 scv only to bring his entire force through that tiny hole. Epicccccc. :D
Basically, Flash used a Refinery to exchange his SCVs' minerals for gas so that they could return to mine those blocking minerals. Perhaps that may work on this map?
w00t, 5k posts. This would actually be a genius idea because yes It would work. Think of the possibilities this map could bring if tournaments picked it up. How epic would it be to see MVP build a refinery by the enemy mineral wall, confusing everybody until he starts to mine away at the wall with that 1 scv only to bring his entire force through that tiny hole. Epicccccc. :D
While it would be cool, it's not actually as epic as in BW because you can shift queue the mining directly between the geyser and the minerals (I think the geyser building needs to finish before the shift queue back to the geyser is taken as a harvest command, but I could be wrong -- it's been a while since I've messed with it) like 5 times. So really, with just 30 conscutive clicks, you could mine out that whole wall and not even have to keep tabs on it while you built up your army, scouted, etc.
Also, have you considered mineral patch stacking? Two mule trips and that wall is breached. If you want to force 5 trips per patch you should make them each 7 minerals or less (since they are high yield), then select them all, go to the object properties, and choose ignore placement restrictions. Then copy and paste the group directly over the first group 4 more times. This method will allow for a little more possibilty for "epic" plays since you could send 15 workers across the map and mine out the whole section in one fell swoop thereby creating a tense situation where the workers could be scouted and picked off before opening the hole. Anyway, just something to think about.
The back door isn't scary except for terran SCV pulls. The time it takes to mine an opening is more than enough buffer against any silly rushes like 6 or 7 pool. It's also significant run distance to go back there, and if they pulled workers just to mine the back door they are even more SOL when you stop their attack.
Since mules only mine 27, you already need 2 to open a small hole, or 4 to open the whole gate, so I don't think you need to stack.
If you think back to the back door dynamics on Blistering Sands [OMG that was EVER used in competitive play?!] it was bad of course, but plenty of people defended an attack they knew was going to come by splitting their army well and bouncing back and forth, using building placement to maximize the difficulty for the attacker. That was with rocks on a 2ramp, and a shorter distance between entrances for the attacker. I really doubt it will be a degenerate map feature in the metagame we have today where everyone knows how to defend anyway.
It seems to me you can fix the LOS blocker/mineral wall issue by turning one of the high ground pods into a pathable, buildable area with a ramp into the main. Then you could build a scout pylon or depot to keep an eye on the mineral wall. The enemy couldn't hurt it without a flying unit giving vision, which would negate the LOS blockers anyway.
I also agree that it's going to be very hard to have 2 bases on this map.
The map looks really nice and the idea behind the mineral-blocked backdoor is awesome, but there's a problem with the natural. The method you used to wall off is impractical: it's easy to roach/baneling bust and a single cannon doesn't cover all the mineral patches. I would suggest putting destructible rocks at the second entrance to the natural so the choke can be walled off without using the nexus.
Another concern would be opponents taking the long path to get to the third, allowing easy siege of the natural. You might want to separate the third from the natural a bit more.
On May 01 2012 03:05 HypertonicHydroponic wrote: + Show Spoiler +
While it would be cool, it's not actually as epic as in BW because you can shift queue the mining directly between the geyser and the minerals (I think the geyser building needs to finish before the shift queue back to the geyser is taken as a harvest command, but I could be wrong -- it's been a while since I've messed with it) like 5 times. So really, with just 30 conscutive clicks, you could mine out that whole wall and not even have to keep tabs on it while you built up your army, scouted, etc.
Also, have you considered mineral patch stacking? Two mule trips and that wall is breached. If you want to force 5 trips per patch you should make them each 7 minerals or less (since they are high yield), then select them all, go to the object properties, and choose ignore placement restrictions. Then copy and paste the group directly over the first group 4 more times. This method will allow for a little more possibilty for "epic" plays since you could send 15 workers across the map and mine out the whole section in one fell swoop thereby creating a tense situation where the workers could be scouted and picked off before opening the hole. Anyway, just something to think about.
I haven't considered mineral stacking at all actually. It's something else I could easily try out and see how I like it. Again, I'll be playing around with the amount of resources on the backdoor until hopefully it gets to a number that works.
It seems to me you can fix the LOS blocker/mineral wall issue by turning one of the high ground pods into a pathable, buildable area with a ramp into the main. Then you could build a scout pylon or depot to keep an eye on the mineral wall. The enemy couldn't hurt it without a flying unit giving vision, which would negate the LOS blockers anyway.
I also agree that it's going to be very hard to have 2 bases on this map.
You're a genius. I like this idea a lot actually. Props! I didn't even think about that. I'll mess around with making one of those high ground pieces pathable and see how I like it.
The map looks really nice and the idea behind the mineral-blocked backdoor is awesome, but there's a problem with the natural. The method you used to wall off is impractical: it's easy to roach/baneling bust and a single cannon doesn't cover all the mineral patches. I would suggest putting destructible rocks at the second entrance to the natural so the choke can be walled off without using the nexus.
Another concern would be opponents taking the long path to get to the third, allowing easy siege of the natural. You might want to separate the third from the natural a bit more.
True, although here's another way you could wall it off that would make it much safer against baneling/roach aggression.
Or you could also just wall off your main ramp, mine through the minerals and then block off the highground natural with 3 3x3 buildings. You'd then be able to keep at least 1 or 2 sentries at your main ramp to forcefield it off if needed.
As I've said Protoss Fast Expansions were probably my biggest concern on this map, mainly PvZ. I know mid and end game it'll be fine but yeah, I am a little worried about FE. Although, Dual Sight and XNC both had wiiide open naturals as well.
On May 01 2012 07:25 SidianTheBard wrote: As I've said Protoss Fast Expansions were probably my biggest concern on this map, mainly PvZ. I know mid and end game it'll be fine but yeah, I am a little worried about FE. Although, Dual Sight and XNC both had wiiide open naturals as well.
But both of those maps have been panned for pretty much that exact reason.
On May 01 2012 07:25 SidianTheBard wrote: As I've said Protoss Fast Expansions were probably my biggest concern on this map, mainly PvZ. I know mid and end game it'll be fine but yeah, I am a little worried about FE. Although, Dual Sight and XNC both had wiiide open naturals as well.
But both of those maps have been panned for pretty much that exact reason.
Yeah that. I love this map aesthetically and other than this one point design-wise, but simply put I dont think it would be picked up if its so FFE unfriendly, whereas with a few tweaks I could see this being used in tournaments easily.
The map looks really nice and the idea behind the mineral-blocked backdoor is awesome, but there's a problem with the natural. The method you used to wall off is impractical: it's easy to roach/baneling bust and a single cannon doesn't cover all the mineral patches. I would suggest putting destructible rocks at the second entrance to the natural so the choke can be walled off without using the nexus.
Another concern would be opponents taking the long path to get to the third, allowing easy siege of the natural. You might want to separate the third from the natural a bit more.
True, although here's another way you could wall it off that would make it much safer against baneling/roach aggression.
I don't really like this idea because the warp gate is soooo exposed. Roaches will take free potshots at it. As Yonnua said, maps with wide open naturals are frowned upon. In the ladder, the only map with a wide open natural is metalopolis. And that map was almost voted out, but there was shattered temple. I favor the style of metropolis: in other words, you can wall off from the ramp to the rocks (in a horizontal manner), with the other choke obstructed by another set of destructible rocks.
I'm currently thinking of some ideas toward the natural. If changes do happen to it it won't be that massive of changes. Even maps where you can wall off and only have to worry about roaches from one side there are many positions that roaches are able to position themselves in to pick off certain buildings.
As for updates on the map, I'll be changing the minerals to most likely to 56, which will take 8 workers to mine through one field. That takes 24 seconds for those 8 workers to mine through it which should be plenty of extra time to get some extra units, a cannon, spine crawler or bunker up to defend against a 6 pool.
Since I won't be able to map edit much tues/wed/thurs I've decided to do a small update to the map. These are the changes that will stay until at least friday. Enjoy! New version is up on NA.
56 minerals takes 8 workers to mine it out. Since each worker takes about 3 seconds to mine minerals that means to mine out 1 patch of minerals it'll take 24 seconds. 24 seconds is plenty of extra time to build up some more defense, especially early game.
High ground pod helps the defender a lot. You can now place a unit or building up on the high ground pod to grant vision of the mineral wall so you can easily tell if they are mining away at it. It also helps because it looks over onto the lowground natural so it'll help defend it a little bit.
Ramp moved closer to the low ground natural and the choke has been decreased a tiny bit to help protoss FE.
Still struck by how aesthetically awesome this map is, and can't wait to see how it plays out. Hope this gets submitted for a MOTM sometime. Great work and love the changes
Hey Sidian- that highground pod, don't do it! Please!
The problem with the orginal Bel'Shir Beach was that it had a highground pod like this as well, but because of the lacking ramp and the way pvp worked out, it was a 4gate heaven. Imagine putting a pylon on the low ground, warping in units on the highground by sneaking a stalker there, and just... yeah.
Highground pods like that don't work out when they overhang the mainramp/are within range of proxy pylons where there is no ramp
I've actually got some pretty big changes to this map coming. I got some nice feedback by some high level players (Incontrol, plexa, etc etc) I just haven't been able to work on it too much the past couple days. Expect an update probably Saturday; Sunday at the latest.
Highground pod...I'll experiment with it. For the enemy to actually gain vision of that high ground pod they'll have to get a unit far into the enemy base to make it up that ramp. I suppose I could see warp prism play being a nightmare, especially with it having such a small ramp. We'll see, I might take it out in this next update because it probably won't be needed.
On May 05 2012 05:10 SidianTheBard wrote: I've actually got some pretty big changes to this map coming. I got some nice feedback by some high level players (Incontrol, plexa, etc etc) I just haven't been able to work on it too much the past couple days. Expect an update probably Saturday; Sunday at the latest.
Highground pod...I'll experiment with it. For the enemy to actually gain vision of that high ground pod they'll have to get a unit far into the enemy base to make it up that ramp. I suppose I could see warp prism play being a nightmare, especially with it having such a small ramp. We'll see, I might take it out in this next update because it probably won't be needed.
Good. Like I said, Bel'Shir Beach version 1 ---> highground pod nightmaretown
On May 05 2012 04:41 DYEAlabaster wrote: Hey Sidian- that highground pod, don't do it! Please!
The problem with the orginal Bel'Shir Beach was that it had a highground pod like this as well, but because of the lacking ramp and the way pvp worked out, it was a 4gate heaven. Imagine putting a pylon on the low ground, warping in units on the highground by sneaking a stalker there, and just... yeah.
Highground pods like that don't work out when they overhang the mainramp/are within range of proxy pylons where there is no ramp
That isn't why Bel'shir 1 was a 4gate heaven.. it was the fact that it was difficult to forcefield off due to the nat/main having the same height
On May 05 2012 04:41 DYEAlabaster wrote: Hey Sidian- that highground pod, don't do it! Please!
The problem with the orginal Bel'Shir Beach was that it had a highground pod like this as well, but because of the lacking ramp and the way pvp worked out, it was a 4gate heaven. Imagine putting a pylon on the low ground, warping in units on the highground by sneaking a stalker there, and just... yeah.
Highground pods like that don't work out when they overhang the mainramp/are within range of proxy pylons where there is no ramp
That isn't why Bel'shir 1 was a 4gate heaven.. it was the fact that it was difficult to forcefield off due to the nat/main having the same height
Yeah- I mention that as well. However, with the proximity of the high-ground pod, it made things even worse if a stalker did manage to sneak up there. It's like pouring salt on a wound.
Rocks near the natural are gonna be a bit strong for siege tank pushes. Siege up behind the rocks and just gradually push in... it's going to be hard to get surrounds as Zerg.
On May 05 2012 04:41 DYEAlabaster wrote: Hey Sidian- that highground pod, don't do it! Please!
The problem with the orginal Bel'Shir Beach was that it had a highground pod like this as well, but because of the lacking ramp and the way pvp worked out, it was a 4gate heaven. Imagine putting a pylon on the low ground, warping in units on the highground by sneaking a stalker there, and just... yeah.
Highground pods like that don't work out when they overhang the mainramp/are within range of proxy pylons where there is no ramp
That isn't why Bel'shir 1 was a 4gate heaven.. it was the fact that it was difficult to forcefield off due to the nat/main having the same height
Yeah- I mention that as well. However, with the proximity of the high-ground pod, it made things even worse if a stalker did manage to sneak up there. It's like pouring salt on a wound.
If a stalker got up there you deserved to lose.... the issue was you could just warp over anyway? With no need to sneak a stalker across. In fact, the high ground helped to give the defender some advantage
On May 05 2012 16:16 Plexa wrote: If a stalker got up there you deserved to lose.... the issue was you could just warp over anyway? With no need to sneak a stalker across. In fact, the high ground helped to give the defender some advantage
I think that's the case with this map as well. The highground pod in the image he gave us leads directly to where the command center is going to be. If you've got a stalker that close then the enemy being able to warp in across those LOS blockers is the least of your problems.
Also, the whole point of the highground pod in question is to allow scouting to the far side. A supply depot/pylon/overlord on or above the pod would give you advance notice of the Protoss setting up his proxy pylon anyway.
Rocks at the natural have been removed to open it up more. + Show Spoiler +
High ground passages have been removed in the middle. Also, a new ramp has been added, it is blocked by rocks though. + Show Spoiler +
Backdoor has been changed. Still rich mineral fields (56 resources) but they are moved farther back and put on a ramp. You now have a safe natural to take yet you will have to keep an eye out on the mineral wall. + Show Spoiler +
Any Problems/Bugs/Glitches you find with the map, please feel free to let me know. Search Prophets Passage on US to play!
I like this. It's turning what we were originally thinking of as the natural into a third. That justifies making it so much harder to hold.
My only concern right now is the 6th base (yeah a little late-game I know). The natural is now safely tucked in the back, and the third is right out front. But the 4th and 5th are both in a line from the natural, which leaves the 6th awkwardly stuck on the far side of the map.
Not sure if I have a solution for you right now, but I'm imagining that that 6th would be mighty underutilized...
I actually like those dynamics less than the old. With the minerals being moved, I see them coming into play much later in the game now, at a time players are likely to have that third already, removing a lot of the excitement/danger of them. I think its still an awesome map, and I havent the faintest what to do myself, but my gut reaction is that a lot of the danger is lost with the new configuration
Assuming you can't gain vision past the minerals, I like the change. The backdoor's no longer an issue early game but it's a viable means of, for example, busting a FFE as zerg. The Protoss sees the mineral fields dropping and has to get cannons there in time. In principle, that's great.
In practice there are still problems. If the defending player only has the main and the back door expansion, it's faster for the attacking player to get from ramp to ramp. The defending player has to go nearly twice the distance with their units to be able to hold off the attacker. Much like the back door on blistering sands. It's getting better but it still needs some work.
I like this. It's turning what we were originally thinking of as the natural into a third. That justifies making it so much harder to hold.
My only concern right now is the 6th base (yeah a little late-game I know). The natural is now safely tucked in the back, and the third is right out front. But the 4th and 5th are both in a line from the natural, which leaves the 6th awkwardly stuck on the far side of the map.
Not sure if I have a solution for you right now, but I'm imagining that that 6th would be mighty underutilized...
Yeah the 6th bases were kind of added in there at the end. Honestly they could be a viable base to hold end game due to camping the xel naga watch tower so you can easily see which path they are going to attack you from. Most likely the 6th bases won't be used very often but I'd rather give the option for a base rather then having just empty space.
I actually like those dynamics less than the old. With the minerals being moved, I see them coming into play much later in the game now, at a time players are likely to have that third already, removing a lot of the excitement/danger of them. I think its still an awesome map, and I havent the faintest what to do myself, but my gut reaction is that a lot of the danger is lost with the new configuration
It is the main reason why I changed them to where they are now though. To make the early game not as risky. If it was just terran and zerg I'd be fine with keeping it how it is, but since Protoss would have a very hard time expanding to the forward base I figure by doing this it gives them a "free" backdoor but you'll still have to watch out for the mineral wall.
Assuming you can't gain vision past the minerals, I like the change. The backdoor's no longer an issue early game but it's a viable means of, for example, busting a FFE as zerg. The Protoss sees the mineral fields dropping and has to get cannons there in time. In principle, that's great.
In practice there are still problems. If the defending player only has the main and the back door expansion, it's faster for the attacking player to get from ramp to ramp. The defending player has to go nearly twice the distance with their units to be able to hold off the attacker. Much like the back door on blistering sands. It's getting better but it still needs some work.
You can not gain vision past the minerals, not even able to blink past them either. The thing why I kept it a mineral wall instead of d-rocks is mainly the issue you pointed out on Blistering Sands. More then likely you will only mine through the mineral wall if you feel safe enough or are expanding to your 4th. Plus, again it takes 8 scvs to mine through 1 mineral patch. Think how easy workers are to kill. Also, even if they only open up 1 patch...that's still only 1 patch which means it's a VERY tiny choke you'd have to funnel through.
i like the mineral block, but unsure if it will really be of any use.
but i really like the map. i think the only thing to change is make the outside natural 1 gas and 5 patches so you cant just camp off 3 bases.
This is something I've been getting feedback on quite a bit actually. A lot of people seem to think it might be too easy to turtle on 3 base. Yet I think it should be okay with how many paths there are, how many high ground patches there are, with how exposed your main is from the middle of the map. Sure you could park your army outside the ramp by your 3rd base and not have to move much, but then you still have to watch out for drops, flying units, your backdoor, etc etc. Plus since the 4th and 5th are fairly easy to grab, if you are turtling on 3 base expect the enemy to be easily grabbing a 4th, 5th or even 6th base.
Again, I'll keep games tracked and if needed to I can always reduce the mineral count on that base. (Or hell, maybe I'll make a FRB version hah)
Assuming you can't gain vision past the minerals, I like the change. The backdoor's no longer an issue early game but it's a viable means of, for example, busting a FFE as zerg. The Protoss sees the mineral fields dropping and has to get cannons there in time. In principle, that's great.
In practice there are still problems. If the defending player only has the main and the back door expansion, it's faster for the attacking player to get from ramp to ramp. The defending player has to go nearly twice the distance with their units to be able to hold off the attacker. Much like the back door on blistering sands. It's getting better but it still needs some work.
You can not gain vision past the minerals, not even able to blink past them either. The thing why I kept it a mineral wall instead of d-rocks is mainly the issue you pointed out on Blistering Sands. More then likely you will only mine through the mineral wall if you feel safe enough or are expanding to your 4th. Plus, again it takes 8 scvs to mine through 1 mineral patch. Think how easy workers are to kill. Also, even if they only open up 1 patch...that's still only 1 patch which means it's a VERY tiny choke you'd have to funnel through.
Workers are pretty difficult to kill if you're doing a forge fast expand and have no units.
Ultimately, in its current state it comes down to one of two things:
OPTION 1 : The back-door is so easily defendable that it'll never be used. This is really boring and uninteresting.
OPTION 2 : The back-door can indeed be used for attacks at some point. because of the way the map is set up this'll have to be before the third base is taken. At this point the attacker will always be favoured and will likely be able to overwhelm the defender and win the game.
For the ideal back-door scenario you need the door to be able to be used (option 2) but it can't immediately lead to a game over, so the defender needs to be able to get between the doors faster than the attacker.
I would agree with Yonnua about the nature of the back-door minerals.
The back-door in the original was reasonably close to the "ideal" because it was viable in the early game but offered a defenders advantage due to a closer walk distance and the high-ground pod spotting the far side. It gave the defender 2 distinct advantages: positioning and vision. The back-door now is, in my opinion, closer to the option 2 he described. It takes a defender rather longer to move between the ramps than it takes the attacker. That negates the positioning advantage.
In my opinion, if you want to keep this mineral-wall back door idea relavent, then the key is to retool the third. Move the ramp from the main down to the low-ground from its present location to the place where you formerly had the high-ground pod. Then shift the minerals into the space left by the ramp. You might need to change the other pod with minerals to allow for better arcs on the part of the defender to make this work.
The reason this works is because it drastically reduces the walk distance between the main ramp and the mineral patches. That gives you your defenders advantage. Also, with cliffs all along the way between them, you add an additional advantage to long-range units if the attacker doesn't walk far enough away. In terms of the third, you make it slightly more vulnerable to attack because the minerals are more exposed. But you compensate a little by allowing the main to overlook the patches. It doesn't become too turtle-y because to secure that third, your army needs to be in essentially the same place as it is in the current form.
It would make 2 base play super-easy. But realistically, it's pretty easy right now. If you want to spread things out a little more, then think about moving the whole third area a little bit farther away from the minerals and reduce the size of the main overall.
Changes: Front natural is now 6 minerals & 1 rich gas. Backdoor changed to make aggressor take longer to path between the two. 4th base moved, new ramp added in at middle. 4th minerals now can be harassed easily by the 5th. 5th base ramp removed. Will be harder to hold, yet easier to sneak.
This is considerably different and also very interesting for new reasons. I like it, and I like it much better I think. ^^
The new ramps with rocks are a good addition for better flow in the lategame to compensate for the somewhat tight areas at the hotspots. The general twistiness of the pathways is just right for the map's style, and doesn't take it too far.
That was kind of a bold choice to add that water ditch to cut off the low ground connection to the back door ramp. But it's definitely the right call. I love the tension now between the front small 3rd (which feeds you into the center small 4th) compared to opening the back door and taking a full fledge 3rd that is farther away from the enemy but also more distant for you, and more vulnerable spatially.
The progression of expansions has a nice curve of more demanding map presence, and there are lots of interesting places for army dances or army standoffs throughout the phases of a game.
The only little thing I'd like to see changed (that I can think of)... since the towers currently don't cover the main route, it'd be nice if there was a small high ground pod where you could park a unit to watch for enemy push coming through the middle. You already have those pillars with crystals on top next to the watch tower. This makes them bad overlord spots because tower vision will just reveal them anyway. Why not make these pathable with a small ramp? That way it becomes useful tactical terrain, as well as an excellent place that gives you a lookout spot over the middle path -- like a mini watch tower, but significantly apart from the tower vision despite the proximity.
Okay I lied there is one more change except it's not a nitpick, it's pretty important. You need to adjust the choke to the backdoor natural somehow, because right now it's automatic cannon walloff spot in PvZ. Maybe the whole choke + 1-2 tiles around it should be unbuildable (but allow creep)? Or just use checkerboard LosB around there? I think I like those better than a parade of sunken depots.
Really curious to hear what other people think about the new version, nice work. ;D
This is considerably different and also very interesting for new reasons. I like it, and I like it much better I think. ^^
The new ramps with rocks are a good addition for better flow in the lategame to compensate for the somewhat tight areas at the hotspots. The general twistiness of the pathways is just right for the map's style, and doesn't take it too far.
That was kind of a bold choice to add that water ditch to cut off the low ground connection to the back door ramp. But it's definitely the right call. I love the tension now between the front small 3rd (which feeds you into the center small 4th) compared to opening the back door and taking a full fledge 3rd that is farther away from the enemy but also more distant for you, and more vulnerable spatially.
The progression of expansions has a nice curve of more demanding map presence, and there are lots of interesting places for army dances or army standoffs throughout the phases of a game.
The only little thing I'd like to see changed (that I can think of)... since the towers currently don't cover the main route, it'd be nice if there was a small high ground pod where you could park a unit to watch for enemy push coming through the middle. You already have those pillars with crystals on top next to the watch tower. This makes them bad overlord spots because tower vision will just reveal them anyway. Why not make these pathable with a small ramp? That way it becomes useful tactical terrain, as well as an excellent place that gives you a lookout spot over the middle path -- like a mini watch tower, but significantly apart from the tower vision despite the proximity.
Okay I lied there is one more change except it's not a nitpick, it's pretty important. You need to adjust the choke to the backdoor natural somehow, because right now it's automatic cannon walloff spot in PvZ. Maybe the whole choke + 1-2 tiles around it should be unbuildable (but allow creep)? Or just use checkerboard LosB around there? I think I like those better than a parade of sunken depots.
Really curious to hear what other people think about the new version, nice work. ;D
Thank you sir!
At first when I added the water I really didn't like how it set up with how I had the 4th before, so by moving the 4th and adding another 3x wide ramp I think it makes it much better, as well as still makes it "safe" to grab that 3rd.
Making the forward base a 1/2 base was just something that was mentioned a lot. You said it best by you either take the safer base but it's only a 1/2 base, or you open up the back door and spread yourself out a little more to take the full base.
Your two concerns. I'll test around with the high ground pieces in the middle and see how it would play out. I was also tempted to add some LoSB around the middle of the map to make it feel more "dangerous" if you want to take the path out of vision of the water towers. I'll keep experimenting and see how it works.
About PvZ cannon walloffs. /facepalm It's funny because before hand when I had the mineral wall there and the LOSB there it was fine, but after moving the backdoor I totally forgot about that. I'll most likely add in LoSB in certain areas so it can't easily be walled off with 2-3 pylons. Thanks for pointing that out, can't believe I missed it myself! >.<
Added LoSB by the small choke between the main & natural.
It takes at least 4 pylons/depots/cannons to completely wall it off. It also gives a place to hide a worker. You can wall it off with 2 3x3 buildings and 1 2x3 though (2 rax & 1 depot) (gateway, core & pylon)