
[M] (2) Nostromo - Page 2
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moskonia
Israel1448 Posts
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PandaZerg
Canada148 Posts
![]() 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
Canada148 Posts
+ Show Spoiler + (outdated) I also add a little destructible panda in the middle of the low resources B3 to refer to my username ![]() + Show Spoiler + But I still can't figure out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
Israel1448 Posts
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
Canada148 Posts
![]() 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 + | ||
PandaZerg
Canada148 Posts
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
United States3714 Posts
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Meltage
Germany613 Posts
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 | ||
PandaZerg
Canada148 Posts
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
Canada148 Posts
+ Show Spoiler + FFE Protoss (supply we see is now replaced by a neutral bunker...) + Show Spoiler + Top Bases + Show Spoiler + 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
Canada76 Posts
looks like 2 bunkers walling off that little box behind the natural mineral line could be a little exploitative. 50% scv float invulnerability. | ||
PandaZerg
Canada148 Posts
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
Sweden14 Posts
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PandaZerg
Canada148 Posts
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
United States171 Posts
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RubiksCube
Germany259 Posts
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Aunvilgod
2653 Posts
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hoby2000
United States918 Posts
On May 27 2012 23:06 MachineGunPanda wrote: I like this map VEEEEEERY much! ![]() 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. | ||
moskonia
Israel1448 Posts
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
Canada148 Posts
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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