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[M] (2) Nostromo - Page 2

Forum Index > SC2 Maps & Custom Games
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moskonia
Profile Joined January 2011
Israel1448 Posts
May 23 2012 20:33 GMT
#21
You can use other things rather then debris, such as Terran buildings, I am sure a series of rax's or bunkers would make a good wall, and a cool one too
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-24 01:12:26
May 23 2012 20:35 GMT
#22
Good idea! I will try something.

Edit:
I hate the fact we can't modify hp of destructible objects (in data) without to get a custom map propriety. Now, I don't not get something interesting. I will try something else later.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 00:15:24
May 24 2012 01:35 GMT
#23
I add los on narrow path at the bottom. More risky to take that path... It balances some early agression like mass marines. Zerg can hide some banelings behind. Now, use the cliff or the Xel'Naga to avoid hidden attack by this narrow path. It also avoid too fast creep spread into enemy base. I also add los on each B3 (low resources) corner to let the possibility to hide a little group of units (banelings... siege tank... immortal) to let a change to defend against a 2bases allin.
+ Show Spoiler +
[image loading]
(outdated)

I also add a little destructible panda in the middle of the low resources B3 to refer to my username
+ Show Spoiler +
[image loading]


But I still can't figure out something to increase Nat-Nat distance...

EDIT:
Nostromo v0.3 uploaded on NA
Nostromo 6m1hyg v0.3 uploaded for testing on NA
moskonia
Profile Joined January 2011
Israel1448 Posts
May 24 2012 21:30 GMT
#24
I just love the LoS you added, I think it can add possiblities for defence, but it wont help until you block off the middle high ground closer ramps, since as you showed in the anilyzer the shortest path is through the middle high ground and thus it wont matter if a side longer path has LoS.

After you block off the middle high ground closer ramps I think the reletivly close distance would be okish since taking the shorter path might lead to an ambush. I don't think normal hp rocks would hurt that much, while it might be annoying you can't change the hp it is not horrible.

While thinking on the matter, I got an interseting idea, while the LoS might be enough, you might wanna think of tightening up the path, so you can hit units that move through it more easily, therefore giving the attacking player a choice, go through the longer safer path, or go through the closer one and most likley get damaged a bit.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 00:16:02
May 24 2012 21:50 GMT
#25
Thanks Good Idea! I like it! I will try something by this way. To be useful as modification (risky path), I need to keep path near as possible of both nat cliff.

If someone want to know, I placed some invisible LOS on each side of spaced visible LOS to block completly the vision.

To be viable for fast expand protoss, I have to let something block the wider Nat. ramp. I feel like if I have x4 2000hp rocks, Its too much, especially when protoss goes voidray. I would like to be able to block the entire bottom path of the middle (on high ground) with only one debris, but even if I set the debris seize to 200% and more, it just looks bigger but it don't block bigger...

Both top corners of nats are a bit longer. Because of that, I was able to remove terrain near of nat cliff (the opposite that I did in 2 tests above). It gives a better looking result for sure.
+ Show Spoiler +
[image loading]
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 02:11:08
May 25 2012 02:08 GMT
#26
v0.4 uploaded with few changes.

Changes:
Bottom path is now smaller and more risky...
Add holes at the bottom of both cliffs in the large middle (top of the map) where the statue is located.
Add debris to increase rush distance in early game
Add supply + bunker on both nat ramps to allow easier nat-wall (fast expand protoss).
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
May 25 2012 02:28 GMT
#27
Awesome. I love the name with the Aliens shoutout. I will have to try the map out.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-05-25 15:45:38
May 25 2012 08:31 GMT
#28
A bit of quick feedback

Concerns
1. Natural FFE and wall-offs. Too hard?
2. Main bases highly air vulnerable, and pretty small. I liek how the natural has more space towards the main, though.
3. Standard third is very open
4. Standard 4th/5th is a main base (in this aspect I like that it is small and close to your main, but see point 2.)

Aesthetics
- The texture used on low grounds seems uninspired to me. I also don't like how the same texture is used on the middle higher ground plateau. It looks especially bad when its a grid texture, I think.

Also, close spawns disable, right? GL HF, nice map
http://mentalbalans.se/aggedesign
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 25 2012 14:13 GMT
#29
Thanks TheAmazombie and Meltage.

Only south and East is open as spawn positions because I want to keep a standard expand progression. The only activated spawns are visible on analyzer pics.

I will think about your feedback and see what can I do.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-26 16:24:31
May 26 2012 12:33 GMT
#30
NAT Choke
+ Show Spoiler +
[image loading]


FFE Protoss (supply we see is now replaced by a neutral bunker...)
+ Show Spoiler +
[image loading]


Top Bases
+ Show Spoiler +
[image loading]


I did some changes, for the best I think. I did it on the 6m1hyg version. I will also apply changes on normal version then update pics on first thread.

Also add a change log section and updated new v0.5 pics (from 6m1hyg version...). Will update with normal version soon.
Also add a new pool. I wrote below new pool last pool result.
GRCJH
Profile Joined May 2012
Canada76 Posts
May 26 2012 19:46 GMT
#31
sick looking map.

looks like 2 bunkers walling off that little box behind the natural mineral line could be a little exploitative. 50% scv float invulnerability.
you were born too soon, you'll never explore the galaxy
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-27 16:04:59
May 27 2012 12:52 GMT
#32
Thanks GRCJH!
What do you mean by 50% scv float invulnerability?

I am working to enlarge main + NAT distances. New distances will be:

Main to main: ~200
NAT to NAT: ~145
Main will have ~45-50ccs

Will update when I will finish to redesign the ground and to replace doodads.
MachineGunPanda
Profile Joined December 2011
Sweden14 Posts
May 27 2012 14:06 GMT
#33
I like this map VEEEEEERY much! But there is one tiny thing. I am all for the alien homage and Nostromo is a cool sounding name, but if this map ever would be considered to be feutured on the ladder or in the GSL etc, then I would consider changing the name so nothing tradmark or the like will come to hunt it. Great map, good job!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-28 16:11:01
May 27 2012 19:46 GMT
#34
Thanks MachineGunPanda!

V0.5 out!

Major changes have been applied.
All pics. are new from v0.5 at least.
I will follow with the no 6m1hyg version soon.

Finally, I add a banner for the map! I think you will like it.

EDIT:
I am on v0.6.
Resize main and NAT a little bit (less long......)
Change main ramp direction
Replace some doodads I forgot/miss when I did my major changes.
xHadoken
Profile Blog Joined March 2012
United States171 Posts
May 29 2012 08:50 GMT
#35
The Xel'Naga tower by the edge of the map is rather unnecessary. You can see enough of his army to tell that he pushing from the two in the middle. The only reason I would think it would be used for is to know how big is army is and what it is composed of. But if you need to know that you could throw down a scan, observer, or scout earlier. Other than that it looks like a very fun map!
Defeating a sandwich only makes it tastier
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
May 29 2012 10:33 GMT
#36
Panda!
Aunvilgod
Profile Joined December 2011
2653 Posts
May 29 2012 10:38 GMT
#37
Your mineral placement seems a bit awkward. clump it up a bit and make also sure that there is always space behind them.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
hoby2000
Profile Blog Joined April 2010
United States918 Posts
May 29 2012 14:36 GMT
#38
On May 27 2012 23:06 MachineGunPanda wrote:
I like this map VEEEEEERY much! But there is one tiny thing. I am all for the alien homage and Nostromo is a cool sounding name, but if this map ever would be considered to be feutured on the ladder or in the GSL etc, then I would consider changing the name so nothing tradmark or the like will come to hunt it. Great map, good job!



Nostromo was originally the name of a novel that was written in 1904, so I don't think it's going to be a big deal.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-05-29 22:13:19
May 29 2012 19:19 GMT
#39
I don't think I like the changes of 0,6 even though it looks pretty decent. I got a few insights as a Protoss player if you're intersted:

In PvZ, I think a common build would be to block where you said and then make a forward wall at the ramp after a very fast 3rd base. Either that or a 2base all in such as immortal bust (but not gateway all ins, since those are good when there is long distance) which is very strong in such short distance, while Protoss would be fine against 3base roach if he makes cannons and wall at the ramp with sentries as support. Therefore in PvZ I think that Protoss will be favored, while I might be wrong

In PvT, every Terran all in or pressure will be very strong. The short distance will make defending 1-1-1, 2rax, SCV - marine all in, and the rest very har to defend. So in this matchup I think T will be favored. This was true in the last version aswell but I still felt like its important

In PvP I think that robo twilight wont be that strong, the small distance doesn't allow for a good base trade, I think the best things to do would be some sort of all in - 1base colo, charge-lot archon (dt's or not), 4gate phoenix, blink all in or anything else. But maybe since there is a small choke immortal expand could work, but it would be hard to defend still.

I don't know much about the other matchups
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-30 03:33:34
May 30 2012 03:32 GMT
#40
@moskonia
You are right. It is not a base trade map, but allin 2 bases is not that much good on this map. Too easy to defend NAT path from cliff. You have to get at least the little base to break the defending army in this path with a variety (ground / air) of units.

Yes in PvZ, sentries and immortal are strong. P 2bases push is strong. Z need to have at least 4bases at this time. Zealots sentry is strong too in early game. Voidray can be charged on debris/rocks, so that sucks for P. I never lose a game against a fast stargate.

Yes in TvZ, marauders + blue flames hellion + allin scv is strong!!! I have difficulties against that push!!! :/ Depending how good is terran player to avoid creep spread with hellions harassment, T could win easily. Drop is not bad too, but the is not rocks that block path and all paths are wide enough to cercle T army if zerg player split his army correctly (not all units in the same path). So zerg need to play on that point.

From my personal experience, I think it is balanced now. I will probably add one more texture on low ground and some doodads, but I think terrain is ok like this.

@Aunvilgod
Mineral placement is not final and this is only the 6m1hyg version, But there is enough place behind each mineral on the map to place a spine or a spore by example (not a bunker everywhere; too wide for some places). I will take a look.

Thanks for comments
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