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[M] (2) TPW Hard Grid

Forum Index > SC2 Maps & Custom Games
Post a Reply
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-08-04 20:10:12
August 04 2012 20:00 GMT
#1
[image loading]

[image loading]


Sup doods,
i had some itches to make a new map i guess. Tried to make a Starcraft 2 viable Destination. I thought its pretty cool now. The 2 extra gases was an idea i used before on Lost City, it kinda evolved from a half base in the same location to what it is now, based on feedback.
I cant add analyzer Pictures this time because it doesnt work with patch 1.5.

The Original Destination:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=293234

General:
+ Show Spoiler +
Texture: Tarsonis/Custom
Playable: 136x170
Expands: 10 + 2 extra gas
Xel'Naga: 2
Uploaded: EU
Nat/Nat: 136

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/AZpYV.jpg

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
SDMF
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
August 04 2012 20:22 GMT
#2
Umm, is the natural siegable from where the third is, because that seems pretty bad...?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-08-04 20:38:50
August 04 2012 20:38 GMT
#3
On August 05 2012 05:22 Yonnua wrote:
Umm, is the natural siegable from where the third is, because that seems pretty bad...?

Ohana LE.

That said, these complaints have become less and less prevalent for a reason. We've begun to realize that siege tanks aren't harassment units. They cost too much, are too immobile, and require too much support to effectively use for harassment. Does it happen sometimes? Yeah, sure. But a siege tank out in the middle of nowhere is one less siege tank defending the counter-attack.

Because of the siege tank's splash effect, the more tanks you have, the better it is to have them (with some diminishing return beyond X tanks focused in Y area against Z-type units.) 1-3 tanks (a harassment force) is the difference between winning and losing if the enemy attacks your army or your base. And siege tanks attacking some of the second mineral line will not net you a win, perhaps not even a great advantage. It's just not worth the effort.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Meerel
Profile Joined March 2012
Germany713 Posts
August 04 2012 21:00 GMT
#4
On August 05 2012 05:38 Chargelot wrote:
Show nested quote +
On August 05 2012 05:22 Yonnua wrote:
Umm, is the natural siegable from where the third is, because that seems pretty bad...?

Ohana LE.

That said, these complaints have become less and less prevalent for a reason. We've begun to realize that siege tanks aren't harassment units. They cost too much, are too immobile, and require too much support to effectively use for harassment. Does it happen sometimes? Yeah, sure. But a siege tank out in the middle of nowhere is one less siege tank defending the counter-attack.

Because of the siege tank's splash effect, the more tanks you have, the better it is to have them (with some diminishing return beyond X tanks focused in Y area against Z-type units.) 1-3 tanks (a harassment force) is the difference between winning and losing if the enemy attacks your army or your base. And siege tanks attacking some of the second mineral line will not net you a win, perhaps not even a great advantage. It's just not worth the effort.

thx for the explanation
SDMF
Gfire
Profile Joined March 2011
United States1699 Posts
August 04 2012 21:24 GMT
#5
So it's not related to "The Grid" at all? I was expecting an update of that.

Tileset's got a nice old school feeling.

We generally just stick the old rule of thumb which was never letting siege tanks reach anything from anywhere, ever. I'm pretty interested in the idea of reverting some of that.
all's fair in love and melodies
redoxx
Profile Blog Joined October 2010
United States333 Posts
August 04 2012 21:24 GMT
#6
I like it a lot. The base layout makes it seem really similar to ohana, but the way the center is laid out at the cliffs between the natural and potential third make this look like it will be way more interesting to play. positional control seems really important here; even more so than on probably any other widely used map. The little ledges and walls could make for interesting play. Good job!

One thing I would say though, is that because the third is on the highground above the natural and the natural lacks a ramp, really agressive pushes that take advantage of multi-pronged attacks will be really powerful. It's not really good or bad, just something to consider.
The horror...the horror
a3den
Profile Joined April 2012
704 Posts
Last Edited: 2012-08-04 22:21:22
August 04 2012 22:17 GMT
#7
Yeah Ohana LE has that, but on Ohana the natural has high ground vision advantage, doesn't that factor into the easiness of setting up a siege tank attack on the mineral line ? Not that I disagree with the fact it's marginal most of the time.

Sick aesthetics, the mix between dirt, roads and bridges feel BW-esque. And I wish we could see some macro games on it just to see how players adapt to the extra gas.
ChaosRefined
Profile Joined July 2011
United States52 Posts
August 04 2012 23:39 GMT
#8
It looks really cool, I love the idea of updating old BW maps for SC2. I like the xnt positions, and the recessed third is really cool. Might be stealing some of your ideas soon! (;
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 05 2012 00:02 GMT
#9
On August 05 2012 07:17 a3den wrote:
Yeah Ohana LE has that, but on Ohana the natural has high ground vision advantage, doesn't that factor into the easiness of setting up a siege tank attack on the mineral line ? Not that I disagree with the fact it's marginal most of the time.

Sick aesthetics, the mix between dirt, roads and bridges feel BW-esque. And I wish we could see some macro games on it just to see how players adapt to the extra gas.

Not necessarily, at least in this circumstance. On this map the minerals are quite far from the third ramp, you need a scan or flier to get sight of it anyways. The greatest advantage afforded to the harassing player is that the defending player would also need to get high ground vision to remove the threat.
[image loading]
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 05 2012 00:54 GMT
#10
On August 05 2012 09:02 Chargelot wrote:
Show nested quote +
On August 05 2012 07:17 a3den wrote:
Yeah Ohana LE has that, but on Ohana the natural has high ground vision advantage, doesn't that factor into the easiness of setting up a siege tank attack on the mineral line ? Not that I disagree with the fact it's marginal most of the time.

Sick aesthetics, the mix between dirt, roads and bridges feel BW-esque. And I wish we could see some macro games on it just to see how players adapt to the extra gas.

Not necessarily, at least in this circumstance. On this map the minerals are quite far from the third ramp, you need a scan or flier to get sight of it anyways. The greatest advantage afforded to the harassing player is that the defending player would also need to get high ground vision to remove the threat.
[image loading]

Initially, I had my doubts about this feature, but the way it is now is actually really cool. It has this back-n-forth swing of who has the advantage, sort of like Marines vs. Banelings - with no upgrades, banelings win. With stim, marines win. With baneling speed on creep, the banelings once again have the advantage. That's sort of what you've got here. I approve.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
August 05 2012 01:18 GMT
#11
On August 05 2012 05:38 Chargelot wrote:
Show nested quote +
On August 05 2012 05:22 Yonnua wrote:
Umm, is the natural siegable from where the third is, because that seems pretty bad...?

Ohana LE.

That said, these complaints have become less and less prevalent for a reason. We've begun to realize that siege tanks aren't harassment units. They cost too much, are too immobile, and require too much support to effectively use for harassment. Does it happen sometimes? Yeah, sure. But a siege tank out in the middle of nowhere is one less siege tank defending the counter-attack.

Because of the siege tank's splash effect, the more tanks you have, the better it is to have them (with some diminishing return beyond X tanks focused in Y area against Z-type units.) 1-3 tanks (a harassment force) is the difference between winning and losing if the enemy attacks your army or your base. And siege tanks attacking some of the second mineral line will not net you a win, perhaps not even a great advantage. It's just not worth the effort.
Well, Ohana is in my opinion not the best map, apart from that, a major difference is that here you have to walk a mile and a half around to deal with the tank whereas on Ohana it's pretty close, not to mention the low ground vs high ground.

That said, I think people can cry a bit too much about siegable spots, especially on maps made by Blizzard people love to point out something like 'omg, the gas on the third can be sieged from a place you can easily reach, so broken, ZvT will be impossible on this map.' and then it turns out that the fact that you can easily reach it really helps. I think it's fine, you have to walk a long way around to place a tank there.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 05 2012 02:37 GMT
#12
I think its just too small - too thin for anything to really developed into a standard game. I like the take on it though.
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