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[D] Third Base Design - Page 2

Forum Index > SC2 Maps & Custom Games
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RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 09 2012 01:57 GMT
#21
One issue with that is that an attacker can bounce back and forth between the third and the natural faster than a defender can. Perhaps the 2 force-field choke makes up for it, but I'm not sure. I like the idea of thirds that are well choked and farther away, and expanding with cannons hasn't been explored yet (except in the recent sky toss posts).
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-08-09 02:24:56
August 09 2012 02:21 GMT
#22
On August 09 2012 09:41 iamcaustic wrote:
Show nested quote +
On August 09 2012 09:16 Gfire wrote:
I basically agree with that's been said. I think mappers need to make the thirds have smaller chokes rather than bringing them closer to the nat.

However I realized that almost all my concepts right now involve some sort of in-base expansion so it's not really applicable.


Concerning Entombed Valley: While it does seem extra passive, I want to bring up what I thought was a positive benefit of that. I feel it has encouraged innovation from Zerg players, who've started using mass drop play due to the easy to defend third. I won't elaborate on that, I just wanted to bring it up and see what anyone else thought about it.

That's certainly an interesting point. I do have to wonder, however, if we couldn't see a similar result from more defensible (albeit more spread out) bases. In theory, wouldn't it be the same concept: Zerg wouldn't be able to just brute-force their way in with a lot of units (e.g. mass roach), requiring an alternative approach to get in and deal damage?

I don't have any substance to back that, just theory crafting in my head.

Yes, in theory a map with a tight choke at the third (like entombed) but a longer travel distance between the main/nat/third would even more greatly encourage dropping and multi-pronged harassment, and stuff targeting the main and not just using drops to circumvent the choke.

Example: My map ESV Gauntlet AE, which not only follows this but also leaves two sides to the main greatly exposed to further encourage drops and air play.

+ Show Spoiler +
[image loading]


Being a remake, and a map I started a while back, this wasn't exactly intentional but as with most things, my brain is now telling me to do what my gut told me to do several months ago.

On August 09 2012 09:53 Johanaz wrote:
I´d like an expert opinion on these 3rds:

+ Show Spoiler +
[image loading]


All spawns enabled so you choose a 3rd depending on where your opponent is. I put force fields in the pic to show the different choke sizes.


edit: the 2ff choke can equally be walled off with 2 gateways or 3 pylons

I think it's fine do to the long distance, but if I had made it I probably would have used 2x ramps instead of 3 at the 6/9 expos. I have a somewhat similar layout where I used 2x, but I think either is okay.
all's fair in love and melodies
digmouse
Profile Blog Joined November 2010
China6330 Posts
August 09 2012 02:44 GMT
#23
My favorite 3rd design by far is Daybreak and Metropolis, though the 3rd of Cloud Kingdom has small area to cover, it seems to require somewhat better positioning between natural and 3rd.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Gfire
Profile Joined March 2011
United States1699 Posts
August 09 2012 02:50 GMT
#24
On August 09 2012 11:44 digmouse wrote:
My favorite 3rd design by far is Daybreak and Metropolis, though the 3rd of Cloud Kingdom has small area to cover, it seems to require somewhat better positioning between natural and 3rd.

I think on CK the nexus takes up a lot of space in the path and is close to the ramp. You can't really utilize the space very well as the defender because your own nexus is blocking your units more than the opponent's. The choke points aren't very helpful do to this. The map's very tight, barely having enough space to do what's necessary, which was the main reason I wasn't so fond of it when it first showed up.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 09 2012 03:10 GMT
#25
On August 09 2012 11:50 Gfire wrote:
Show nested quote +
On August 09 2012 11:44 digmouse wrote:
My favorite 3rd design by far is Daybreak and Metropolis, though the 3rd of Cloud Kingdom has small area to cover, it seems to require somewhat better positioning between natural and 3rd.

I think on CK the nexus takes up a lot of space in the path and is close to the ramp. You can't really utilize the space very well as the defender because your own nexus is blocking your units more than the opponent's. The choke points aren't very helpful do to this. The map's very tight, barely having enough space to do what's necessary, which was the main reason I wasn't so fond of it when it first showed up.

I've encountered that issue on a number of occasions, both to the detriment of myself and my opponents. Really sucks being the defender in those cases. It's definitely not my favourite third base.
Twitter: @iamcaustic
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-08-09 03:14:25
August 09 2012 03:14 GMT
#26
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?
Mapmaker of Frost, Fruitland and Bridgehead
monk
Profile Blog Joined May 2009
United States8476 Posts
August 09 2012 03:26 GMT
#27
^ Seems a bit overly hard, since there's 3 paths to your natural/third. Not sure of the scale of the map though, so that could be a factor.
Moderator
Gfire
Profile Joined March 2011
United States1699 Posts
August 09 2012 03:30 GMT
#28
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 09 2012 03:41 GMT
#29
On August 09 2012 12:30 Gfire wrote:
Show nested quote +
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
August 09 2012 03:49 GMT
#30
On August 09 2012 12:41 iamcaustic wrote:
Show nested quote +
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.
all's fair in love and melodies
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 09 2012 03:53 GMT
#31
If I put rocks there, the thing is the central base will be pretty hard to reach. The point was a choice of thirds, which has been demonstrated on many test games. What I could do, instead of rocks, is make one of the entrances tighter. Thoughts?
Mapmaker of Frost, Fruitland and Bridgehead
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 09 2012 03:53 GMT
#32
On August 09 2012 12:49 Gfire wrote:
Show nested quote +
On August 09 2012 12:41 iamcaustic wrote:
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.


Meh, I think if its too hard to hold then you should make the chokes smaller. Right now its going to be on the hard(ish) side, but I don't think its unplayable. There are other concerns that I have with the map that come before the third, such as the middle bases, the linear fourth, and the strange allocation of space between the deadend expo and the highground fourth.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
August 09 2012 03:57 GMT
#33
Oh, I think you could look at adjusting the middle choke, making it smaller or adding rocks.

On August 09 2012 12:53 monitor wrote:
Show nested quote +
On August 09 2012 12:49 Gfire wrote:
On August 09 2012 12:41 iamcaustic wrote:
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.


Meh, I think if its too hard to hold then you should make the chokes smaller. Right now its going to be on the hard(ish) side, but I don't think its unplayable. There are other concerns that I have with the map that come before the third, such as the middle bases, the linear fourth, and the strange allocation of space between the deadend expo and the highground fourth.

Third is way more important than any of that, imo.
all's fair in love and melodies
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 09 2012 04:09 GMT
#34
On August 09 2012 12:57 Gfire wrote:
Oh, I think you could look at adjusting the middle choke, making it smaller or adding rocks.

Show nested quote +
On August 09 2012 12:53 monitor wrote:
On August 09 2012 12:49 Gfire wrote:
On August 09 2012 12:41 iamcaustic wrote:
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.


Meh, I think if its too hard to hold then you should make the chokes smaller. Right now its going to be on the hard(ish) side, but I don't think its unplayable. There are other concerns that I have with the map that come before the third, such as the middle bases, the linear fourth, and the strange allocation of space between the deadend expo and the highground fourth.

Third is way more important than any of that, imo.


I suppose for "playability", the third is the most important. However the issues I listed should be fixed first, and then the third can be adjusted afterward so it is easier to defend, if necessary. Otherwise you'd adjust the third and then have to redo it again later if the other fundamental changes interfered (likely they would).
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
August 09 2012 04:16 GMT
#35
On August 09 2012 13:09 monitor wrote:
Show nested quote +
On August 09 2012 12:57 Gfire wrote:
Oh, I think you could look at adjusting the middle choke, making it smaller or adding rocks.

On August 09 2012 12:53 monitor wrote:
On August 09 2012 12:49 Gfire wrote:
On August 09 2012 12:41 iamcaustic wrote:
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.


Meh, I think if its too hard to hold then you should make the chokes smaller. Right now its going to be on the hard(ish) side, but I don't think its unplayable. There are other concerns that I have with the map that come before the third, such as the middle bases, the linear fourth, and the strange allocation of space between the deadend expo and the highground fourth.

Third is way more important than any of that, imo.


I suppose for "playability", the third is the most important. However the issues I listed should be fixed first, and then the third can be adjusted afterward so it is easier to defend, if necessary. Otherwise you'd adjust the third and then have to redo it again later if the other fundamental changes interfered (likely they would).

You may be right. I haven't looked closely at the rest of the map. (IMO the aesthetics are distracting.)
all's fair in love and melodies
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 09 2012 04:30 GMT
#36
On August 09 2012 13:16 Gfire wrote:
Show nested quote +
On August 09 2012 13:09 monitor wrote:
On August 09 2012 12:57 Gfire wrote:
Oh, I think you could look at adjusting the middle choke, making it smaller or adding rocks.

On August 09 2012 12:53 monitor wrote:
On August 09 2012 12:49 Gfire wrote:
On August 09 2012 12:41 iamcaustic wrote:
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.


Meh, I think if its too hard to hold then you should make the chokes smaller. Right now its going to be on the hard(ish) side, but I don't think its unplayable. There are other concerns that I have with the map that come before the third, such as the middle bases, the linear fourth, and the strange allocation of space between the deadend expo and the highground fourth.

Third is way more important than any of that, imo.


I suppose for "playability", the third is the most important. However the issues I listed should be fixed first, and then the third can be adjusted afterward so it is easier to defend, if necessary. Otherwise you'd adjust the third and then have to redo it again later if the other fundamental changes interfered (likely they would).

You may be right. I haven't looked closely at the rest of the map. (IMO the aesthetics are distracting.)

I don't think i'll be changing it, people like it so.
Mapmaker of Frost, Fruitland and Bridgehead
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-08-09 04:38:56
August 09 2012 04:38 GMT
#37
On August 09 2012 13:30 Semmo wrote:
Show nested quote +
On August 09 2012 13:16 Gfire wrote:
On August 09 2012 13:09 monitor wrote:
On August 09 2012 12:57 Gfire wrote:
Oh, I think you could look at adjusting the middle choke, making it smaller or adding rocks.

On August 09 2012 12:53 monitor wrote:
On August 09 2012 12:49 Gfire wrote:
On August 09 2012 12:41 iamcaustic wrote:
On August 09 2012 12:30 Gfire wrote:
On August 09 2012 12:14 Semmo wrote:
Expert Opinions on third:
+ Show Spoiler +
[image loading]

The dist from nat to third isn't that big.
Some people say it works (EW, Monitor, etc) while others (U_G_L_Y, Sated) say it doesn't.

Any more opinions?

What about something like this?

+ Show Spoiler +
[image loading]


Partial or complete block of that entrance.

Would that really stop the roach aggression issue in PvZ? I'd think the rocks would get almost insta-killed.

If they devote that many roaches then those roaches aren't at the third where they want to be. I think it helps just enough, just like the rocks on CK.


Meh, I think if its too hard to hold then you should make the chokes smaller. Right now its going to be on the hard(ish) side, but I don't think its unplayable. There are other concerns that I have with the map that come before the third, such as the middle bases, the linear fourth, and the strange allocation of space between the deadend expo and the highground fourth.

Third is way more important than any of that, imo.


I suppose for "playability", the third is the most important. However the issues I listed should be fixed first, and then the third can be adjusted afterward so it is easier to defend, if necessary. Otherwise you'd adjust the third and then have to redo it again later if the other fundamental changes interfered (likely they would).

You may be right. I haven't looked closely at the rest of the map. (IMO the aesthetics are distracting.)

I don't think i'll be changing it, people like it so.

Well, sure, I just mean, that I've been too distracted with them to take a good look at the layout.

Eh, I think they could be a bit more polished, though, but the ideas are pretty interesting.
all's fair in love and melodies
digmouse
Profile Blog Joined November 2010
China6330 Posts
Last Edited: 2012-08-11 11:25:11
August 11 2012 11:24 GMT
#38
On August 09 2012 11:50 Gfire wrote:
Show nested quote +
On August 09 2012 11:44 digmouse wrote:
My favorite 3rd design by far is Daybreak and Metropolis, though the 3rd of Cloud Kingdom has small area to cover, it seems to require somewhat better positioning between natural and 3rd.

I think on CK the nexus takes up a lot of space in the path and is close to the ramp. You can't really utilize the space very well as the defender because your own nexus is blocking your units more than the opponent's. The choke points aren't very helpful do to this. The map's very tight, barely having enough space to do what's necessary, which was the main reason I wasn't so fond of it when it first showed up.


Exactly this, on most maps your 3rd nexus/cc/hatch doesn't interfere your army positioning, you don't put your base right in the middle of a potential attack/defense path, or the base is at the end of the attack/defend path. While on CK, your base is BETWEEN your army and the attack path, which means you have to put your army behind the base, if you position them between the natural and the 3rd. That's why 3rd sniping is so much more common on CK, you either have to wall of the natural ramp and focus on defending the 3rd, or face the danger of a run by to your natural, even main while your army is defending your 3rd.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-08-12 08:19:23
August 12 2012 08:19 GMT
#39
Been worring about the thrids on TPW Silver Sands

+ Show Spoiler +


[image loading]



Since I got feedback that for T it's too hard to take and hold one. I've made changes since then, though. Expert opinion?
http://mentalbalans.se/aggedesign
digmouse
Profile Blog Joined November 2010
China6330 Posts
August 12 2012 10:04 GMT
#40
The 6 o'clock 3rd or the one below the main? the former is not hard to defend on ground, but the distance to the natural is a bit long, the latter one shares the problem with Cloud Kingdom which is hard to position your army, but overall since the third choices are more variable I don't think it's a big problem.
Just my two cents.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
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