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[M] (2) Red Barons!

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-02 06:23:32
August 27 2012 11:16 GMT
#1
Red Barons!
by Fatam
version 1.0 [NA]

[image loading]

Flat overview with bounds (the dark blue not the yellow) + watchtower ranges:
+ Show Spoiler +
[image loading]


Statistics:
+ Show Spoiler +
Playable area: 124x160
Mains: 29-30 CCs, but the large natural makes up for any lack of building space.
Rush distance - nat-to-nat: for small units - 85, for larger units (until rocks are killed) - 91 (the same as Ohana)
# of bases: ten 8m2g, two 5hym2g
# of rocks: 4
# of watchtowers: 2


Map Features:
+ Show Spoiler +
+ Show Spoiler +
[image loading]
The main is exposed to airspace on 3 sides. It has a little room for blink stalkers to jump in on the side, but a ton.

+ Show Spoiler +
[image loading]
The natural has two entrances. The back entrance has rocks blocking the quickest way to the third but you can go around before the rocks are killed if need be.

+ Show Spoiler +
[image loading]
The third is probably the most important feature of the map. Tucked away behind your main and natural, it is the true definition of expanding away from your opponent + Show Spoiler +
The rocks have to be taken down to properly defend it, but a zerg could definitely send a drone around to plant the hatch down with plans to take down the rocks before the P arrives. It would be extra smart in this case to overlord scout there first for cannon or pylon shenanigans.
. There is a small "landing zone" to the SW of the third + Show Spoiler +
This allows a full unload of units + stim-in while being healed, or full unload + extra warp-in, if the area is not scouted.
. It is possible to wall-off the path down to the third so that you only have to worry about your front natural entrance.

+ Show Spoiler +
[image loading]
The fourth is fairly vulnerable, to counteract the extremely safe 3rd. It has wide ramps on either side of it leading to the high ground immediately above it. The space above the 4th is one of the most powerful positions on the map, as it also controls the main ramp to the 5th.

+ Show Spoiler +
[image loading]
The fifth has one 2 FF ramp leading down to the space I just mentioned, and a 1 FF side entrance.

+ Show Spoiler +
[image loading]
The sixths lie at the SW and NE corners of the map. They are high yield in order to reward players who extends themselves that far, as it is pretty dangerous to try to defend that point along with the rest of your bases.

As you might have guessed, the map is named Red Barons! because air play is relatively strong here, and clearly the map is red :-O

On this map a deathball doesn't have to travel any huge distances between chokes to defend land attacks, but a backdoor doom drop could be devastating. As such, I think it behooves the player to have some sort of air presence to defend against that kind of thing if the game goes beyond 3 bases.

I also put in 4 overlord spots for our zerg pals. I tried not to make them too ridiculously good (looking at you, maps that have ovy-spots which see almost EVERYTHING important, including natural geysers and move-out chokes :-\).


Aesthetics:
+ Show Spoiler +


Textures/Cliffs used:
+ Show Spoiler +

Avernus Metal
Char Dirt Cracked
Char Lava Cracks
Char Rock
Redstone Lava Cracks
Redstone Rock
Redstone Rocky Dirt
Typhon Rock

Char Organic Cliffs
Shakuras Manmade Cliffs


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Thanks for looking / hope you like it.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
NewEyes
Profile Joined March 2012
Germany113 Posts
August 27 2012 12:16 GMT
#2
Ok first of all i love the way the map looks. Very unique!

Gameplay-wise i am unsure on how good the backdoor 3rd works. If i was a zerg i would take the 4th as my 3rd because its closer to my natural, especially when the rocks are still up and so i basically get a 4th base for free, even though it shouldn't be that hard to cover my first 3 bases anyway. Its also very easy to scure a 5th and 6th base on this Map as all you really have to do is to stay in the middle.

On top of that i think there should be more paths for things like counterattacks, especially in the lategame to make it harder for deathballs..

I think the best solution would be to put a lowground path between your 3rd and the opponents 6th and block it off with rocks on each ramp. This would open the map more and make the lategame more interesting while i dont feel like it would really hinder you in taking your 3rd.

As i said i really like the concept but by now turteling looks a bit too easy here.
Syphon8
Profile Joined July 2010
Canada298 Posts
August 27 2012 13:00 GMT
#3
Wow, yeah, this is a really cool concept. I love how you *could* turtle on your main-nat-third complex, but moving onto the map would be much more rewarding.

That said, the proportions really need work.
',:/
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 27 2012 15:37 GMT
#4
Perhaps if there was a path from the lower middle base to the lower third, blocked by rocks? This would make turtling beyond your main/nat more susceptible to run-bys at the very least. However this attack path is so far out of the way that a base trade may ensue...

Awesome job on the aesthetics! The texturing is gorgeous as is the cliffing around your third.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 27 2012 15:39 GMT
#5
dissapointed, i was hoping there was only a bridge / islands at start... cool stuff otherwise
Sumadin
Profile Joined August 2011
Denmark588 Posts
August 27 2012 19:26 GMT
#6
Very intresting map. I actually like it, through there are things to improve.


Things i like:
The general premise, i think the way to do promote air play in the general layout is intresting.

The problems are plenty through:

The third, while nicely spread out for Air harras is too safe groundwise,. There are only so much you can do with mutas alone, and terrans CAN deal with them if that is all the zerg got for harras.What i suggest is a path down under the main bases into the third, it can potentially be blocked by rocks but it needs to be there. You might say "ZOMG Siege elevator into the main!!" and yea it could be a treat, but rememper those siege tanks still have to travel several miles to get there. It is not exactly Taldarim conditions.

The 0m2HR bases. Okay you think extra gas, promotes heavy gas play. You think it forces lategame air play. WRONG!! It forces late game Zerg air play (which they would do anyway). Terrans are just going to ignore it (They will have enough excess gas for whatever Air they want from the normal bases). And going air is the last thing protoss will do with this. Why? Because carriers are extremely mineral intensive. You would be surprised how costly intercepters are. They are just going to stick to their normal deathball and make it bigger with the gas. Also 2 rich geysers... No just NO.

I am going to suggest the unthinkable here. Stick to the rules of ladder. Make it ladder-worthy but still let it have a higher gas ratio. That is right make it a GOLD base. Just a standard with the 6 nodes and 2 normal gas. You may be saying "But golds are brokez and stuff". Yea golds are broken when they can be taken as a 3th or 4th and held without compromising the defence of your main bases at all. Blizzard don't really seem to get this. But gold works when they are far away, complicated to hold and forces defence away from your main bases if you wanna take it early. There were alot of things wrong with Scrap station and Delta quadrant. But the way the golds were placed on the maps were not one of it. I kinda wish Blizzard would realize this.

Taking the gold bases early would require a huge effort to defend. There is rocks so you can't stealth it as easy. Needs some dedicated effort. You also can't realisticly hold both golds (Antiga syndrome). Remeper through that golds still have 3000 less minerals than normal blue bases. So the heavy gas ratio is preserved. Did i mention it was lowground. I dare call those bases "Perfect golds".

And finally some cosmetic stuff. Reapers are having a hard enough time with the new queens and for some reason is getting futher nerfed in HOTS. No reason to have mains completely reaperproof at this time(actually there never was a time for that). Also the Xelnaga placement is bad. They can be within watching distance of eachother, but not walking distance. That is just stupid.

My suggestions illustrated:

+ Show Spoiler +
[image loading]
The basic key to beating a priest is playing a deck that is terrible.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 28 2012 00:06 GMT
#7
My god this is one of the most beautifully designed maps I've ever seen. Gameplay wise it looks awesome and I can't wait to give it a go! ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fatam
Profile Joined June 2012
1986 Posts
August 29 2012 20:05 GMT
#8
Hey guys! Took a break from this for a couple days to dabble in some GW2 Fun game, hope it doesn't steal me completely lol.

It's really funny that everyone is mentioning making a backdoor passageway (possibly blocked by rocks) from the 6th to the 3rd - as that is how it was originally designed and then I changed it to this because I felt it would be too hard to deal with that many attack paths that are that far away from each other. BUT maybe I should change it back?

@ the 0m2HYG bases, I could definitely change it to either just gold minerals or gold minerals + 2g or gold minerals + 2hyg. All of which change things slightly but don't really affect the map much I don't think. Maybe other people have suggestions/opinions here.
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sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
August 29 2012 20:23 GMT
#9
It's too easy, WAY too easy for Terran to siege up on the high ground and camp the two Xelnaga towers and destroy Zerg's or Protoss's 4th base, since there is no other route around that high ground. The "trios" of expos on both corners of the map seem kind of disconnected and pointless imo.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-29 21:03:14
August 29 2012 20:53 GMT
#10
I don't think the XNTs being campable is a problem at all, since they are far enough away from each other that to control both they would -have- to split their tank force (a tank force sitting in the middle of the two wouldn't be able to reach both, and even if they could you could just go around them and counterattack their undefended base along the lowground anyway), therefore you could attack one of those partial forces with your entire army and crush it.

You might have a point about the 4th. There are 2 large ramps leading up to that highground. Is being able to attack from both sides not enough? I could maybe throw in a 1 or 2 FF ramp somewhere nearby to give even more flank-potential.

edit: I just worry about anything that will make that 4th much safer. You already have a safe 3rd, if you have a safe 4th too then it gets to be a boring turtley map.

edit2: The base concentration in the corners is to encourage the player to get out on the map/take outlying bases instead of just sitting back/turtling. I think rewarding players for not sitting idly is always a good thing, but it might be that I didn't execute it properly here. I'll keep working on it.
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 29 2012 21:22 GMT
#11
On August 30 2012 05:53 Fatam wrote:
I don't think the XNTs being campable is a problem at all, since they are far enough away from each other that to control both they would -have- to split their tank force (a tank force sitting in the middle of the two wouldn't be able to reach both, and even if they could you could just go around them and counterattack their undefended base along the lowground anyway), therefore you could attack one of those partial forces with your entire army and crush it.

You might have a point about the 4th. There are 2 large ramps leading up to that highground. Is being able to attack from both sides not enough? I could maybe throw in a 1 or 2 FF ramp somewhere nearby to give even more flank-potential.

edit: I just worry about anything that will make that 4th much safer. You already have a safe 3rd, if you have a safe 4th too then it gets to be a boring turtley map.

edit2: The base concentration in the corners is to encourage the player to get out on the map/take outlying bases instead of just sitting back/turtling. I think rewarding players for not sitting idly is always a good thing, but it might be that I didn't execute it properly here. I'll keep working on it.


Your analysis here is good on these things, at least conceptually. We don't have any good examples of maps so far in SC2 with really far flung high reward expansion sites, and these aren't even that far flung really considering the length of the path from natural to enemy corner.

Everything this map sets out to do, it does it rather well. I agree that the 4th should be very vulnerable, it's not too much to ask people to defend the high ground there with that tower, it's the logical first step to taking the corner anyway.

The back connection between the safe 3rd and the "enemy" corner is best left omitted. It presents way too much of an incentive for base-racey styles. The best players would just scout well with obs/overlords etc but it would produce a ton of games where players out of position would go "fuck it" and go for the race, having no other good option.

Besides, this will favour lategame air a lot more, which has really been missing from competition maps.

The gas expansions should definitely include some minerals, otherwise it's just unfair to terran especially and to a certain extent protoss. I think a 5hym1hyg would be good, because it's juicy but if you really want a long lategame you have to take the far corner base.

I would love to see some small ramps in the very middle of the high ground alley to prevent the huge split path between naturals. You could even use a partially blocked ramp (with doodads or something) to make it only a "plan ahead" mobility option, but nothing you could fight up into.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-29 21:37:11
August 29 2012 21:33 GMT
#12
Thanks for the post. You pretty much nailed my reasoning for removing the back alley into the 3rd. The disadvantages outweigh the benefits there I think. edit:+ Show Spoiler +
the only benefit I see with the back alley from the 6th to the 3rd is that it actually allows a player who doesn't want to take the vulnerable normal 4th to take the other person's 6th as their 4th. It's far away but not vulnerable to highground attacks.


It seems like everyone is in agreement that I should do something to the 0m2hyg so I'll definitely do that.

I had already been thinking about the small ramps in the middle of the high ground passage, maybe I'll do a 2 FF ramp on each side blocked by rocks. The problem with this idea, if you don't block them with rocks, is that the initial rush distance between naturals becomes TINY, like 2/3 of the shortest rush distance in the map pool, which is unacceptable.
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Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-30 03:33:35
August 29 2012 23:14 GMT
#13
I whipped up some changes:
- changed corner bases to 5hym1hyg
- added 2 FF ramps up to the middle passageway, blocked by rocks.
- changed the shape of the main and the lava around it very slightly to increase the surface area for blink stalkers to get in (it's just enough that it's now viable (not very strong, but viable) to go blink obs I think)

Let me know how this looks -

+ Show Spoiler +
[image loading]

Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Gfire
Profile Joined March 2011
United States1699 Posts
August 29 2012 23:32 GMT
#14
Hmm, I think it's problematic that units will run into invisible walls at the map boundaries. It's standard to end the pathable terrain with cliffs or at least doodads before you reach the edge.

In terms of layout, I think it's interesting but could use some refinement. The main seems small and it's a but hard to take a third. The rush distance seems a little small. Maybe the main and nat need to be pulled back some towards the expo in the corner.

The other three expos seem clustered together, like you get all three at once, and I'm not really sure I like that.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-30 04:48:14
August 30 2012 00:47 GMT
#15
Some good points.

- The invisible walls in a couple places is one of the things I still need to fix (it's only version 0.5 at the moment, still rough), good catch.

- The 3rd is obviously easy to defend, but the run distance for a worker to build it before the rocks are killed is a bit long. Maybe I'll move the rocks on the ramp slightly and put a neutral ultralisk next to them so that a worker can mineral walk to the 3rd. I can probably shift the main and nat down a tiny bit as you suggested to slightly alleviate this as well.

- Rush distance is the exact same (literally) as Ohana's, and no one complains that Ohana is imbalanced in that regard.. so I don't think that is a problem.

- The main is only a touch on the small side (it's like 29-30 CCs). With an enormous natural I don't think this is a problem either. The only time you would need a larger main is if you are on 2+ bases.. in which case you have the huge nat to build stuff in. If you are 1-basing (even as terran) you will never need the entire main for buildings.

- I hear you on the clustered bases in the corner. I may remove (or significantly move) that second ramp that goes into the 5th (base that's on the highground at 8 and 2 oclock) to segment them. Then, I'm thinking I'll just merge the 2 corner bases into a full-fledged high yield base, like 8hym2hyg or maybe just 8hym2g. (obviously there will be a lot of terrain reshaping involved there)

I'll post a draft of these changes pretty soon. Thanks for the observations/recommendations


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Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-08-30 04:42:22
August 30 2012 04:38 GMT
#16
biggest problem I see is with tanks just taking over the whole center choke of the map — and it's just theory.

Tanks spread across the whole width of the main center choke, plus a few more on one or both sides on the low ground (and/or PFs) would make for really strong security. I don't know how much of an issue that would be though considering the number of tanks required (and hence the fact that drops or air could move around it).

If tanks were set up in the middle, extra tanks on the lowground could be positioned to block the opponent from leaving by positioning near his [unblocked] natural ramp (but still protected by the tanks on the cliff). It might not be a big deal, but it might be a good idea to just widen the non-pathable area on those cliffs so that high ground tanks can't support the low-ground ones as well.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Fatam
Profile Joined June 2012
1986 Posts
August 30 2012 04:51 GMT
#17
Here's the latest

- consolidated the corner expos into 1 full-sized high yield expansion
- added a path + ramp to that corner
- fixed up all the edges of the map so there aren't any invisible walls
- reworked the 5ths (8 and 2 o'clock)

With the expo in the corner being a full-sized high yield there's lots of incentive to grab it when you can, but the extra path there means you can't just turtle at the choke near the 4th/5th in order to defend it.

[image loading]
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Fatam
Profile Joined June 2012
1986 Posts
August 30 2012 05:12 GMT
#18
Thanks for the comment.
I feel like in theory tanks could be good in the middle, but in reality the sheer amount you would need to cover that much ground would not be possible. Like if you sat tanks on the highground and on the lowground (no way you could ever have enough to have them on both highground edges and both lowgrounds), the opponent could go around you and attack your base by going up the outside ramp next to the 4th, through the 5th, and down to the lowground on the other side. Also, with the map being good for air, having that many tanks means your marine / viking count will probably be really low so the tanks will just get sniped. And the other option is someone just dropping you. I'm sure tanks will still be great in general on the map, though.

Just for reference, since it's probably hard to tell from the map overview - a tank on the edge of the middle highground only covers about half of the path below. Another thing that might be a tad deceiving - some of those chokes are actually bigger than they look. For instance the middle highground inbetween the watchtowers is 14 squares wide. That's only 2 squares less than Cloud Kingdom's biggest choke, which is fairly large.
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DangerAl
Profile Joined January 2012
Australia88 Posts
August 30 2012 10:06 GMT
#19
This makes looks amazing. I love the look of it and it seems to have a lot of great features.

My biggest concern is that the whole map seems very chokey. There don't appear to be a lot of places for a terran bio ball to engage a protoss deathball with much ease.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 30 2012 10:36 GMT
#20
One thing I could suggest is in your bottom and top blue bases on the left and right respectively, you could use a small ramp on one of the sides to make it easier for defense as mech on this map for example would have real trouble with mobility unless you could slow down the pushes coming up that double ramp.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fatam
Profile Joined June 2012
1986 Posts
August 30 2012 20:15 GMT
#21
On August 30 2012 19:36 Qikz wrote:
One thing I could suggest is in your bottom and top blue bases on the left and right respectively, you could use a small ramp on one of the sides to make it easier for defense as mech on this map for example would have real trouble with mobility unless you could slow down the pushes coming up that double ramp.


Not sure I followed, were you suggesting that one of the ramps on the 8 and 2 o'clock bases be a 1 FF ramp instead of 2? or that it have a 3rd ramp?
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Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 30 2012 20:22 GMT
#22
On August 31 2012 05:15 Fatam wrote:
Show nested quote +
On August 30 2012 19:36 Qikz wrote:
One thing I could suggest is in your bottom and top blue bases on the left and right respectively, you could use a small ramp on one of the sides to make it easier for defense as mech on this map for example would have real trouble with mobility unless you could slow down the pushes coming up that double ramp.


Not sure I followed, were you suggesting that one of the ramps on the 8 and 2 o'clock bases be a 1 FF ramp instead of 2? or that it have a 3rd ramp?


Maybe have it as a one FF ramp to make it easier to defend late game. You can wall it slightly easier and you won't instantly lose your base for example if you're playing a more immobile style. ^^
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Fatam
Profile Joined June 2012
1986 Posts
August 30 2012 21:32 GMT
#23
Seems reasonable/makes some sense. That could be a slight improvement, hard to say. I've only played a couple games on it since that ramp was there. I'm gonna finish up the aesthetics (going to melt some brain cells and finish the middle tiling that I've been putting off ><) and publish as 1.0 later tonight, probably will put that change in there.
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 30 2012 21:40 GMT
#24
I'm concerned about the ramps you added in the middle with rocks. While it does provide an easier way to engage entrenched positions in the middle (or maneuver around them), it also leads to a very short rush distance at the critical 2base and 4base stages of the game.

The rocks should protect you from a 2base rush type attack, but it will be really scary for zerg after the rocks are down as the game goes on. Against terran especially the push distance is drastically reduced and very short compared to most maps.

The map won't be unplayable, but I think you'd get a lot of complaints from zergs in long ZvTs.

My original suggestion was to have very small ramps (manually narrowed) because of this problem. Not sure exactly what there is to do about it. Thoughts?
Comprehensive strategic intention: DNE
Kaguro
Profile Joined April 2011
United States14 Posts
August 30 2012 23:25 GMT
#25
I know you just added in the gold minerals, but I personally believe golds are just bad in general, for anything, though I'm not a mapper and don't study maps often, just my opinion.

Really like the look of the map, it looks like there are choke points over most of the map and that if a terran takes control of the middle, getting out of your natural would be difficult, although the position of the third helps with that, I could see it being tough if he just out-expands you after taking center-control. (Low-Masters Zerg here so perhaps I'm biased though)
Gfire
Profile Joined March 2011
United States1699 Posts
August 30 2012 23:33 GMT
#26
Golds should probably be someplace like far away from both players, not in the middle like everyone used to think. I think they are fine here, but I would remove the rocks.
all's fair in love and melodies
Sumadin
Profile Joined August 2011
Denmark588 Posts
August 31 2012 04:59 GMT
#27
On August 31 2012 08:33 Gfire wrote:
Golds should probably be someplace like far away from both players, not in the middle like everyone used to think. I think they are fine here, but I would remove the rocks.


Could cause some problems in ZvP if a zerg takes one of them as a natural. It will be hard for protoss to scout both of them, since they are so far away from each other. Ill leave those rocks there for now. They forfull a role.
The basic key to beating a priest is playing a deck that is terrible.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-01 00:35:14
September 01 2012 00:34 GMT
#28
So much to think about! Thanks for the responses.

- I agree that leaving the rocks @ the gold is probably necessary to prevent OP cheesy hidden ninja bases there early on.

- I think the discussion about the ramps in the middle is interesting. Yes, if the rocks are gone it provides a short rush distance, but you have to kill TWO rocks to make that happen, not just one. Even in a late game situation with a high dps army, killing two rocks takes a little bit of time and will be scouted if the other person has any map presence/awareness. That said, I hear what you're saying about the terran reinforce time vs zerg and that zergs will QQ. I would say I could narrow those ramps to 1 FF and still have them blocked with rocks, but I don't know that that really solves the problem you're suggesting. There's another solution, a little wackier but could work - if I make some sort of doodad / unpassable wall where those ramps come out, and have them curve around a bit towards the middle before the pathway empties out into the middle. There's not a lot of room to do it but it might be possible -

+ Show Spoiler +
[image loading]


That increases the rush distance through that path by at least 20 squares, allows those reinforcements to potentially be harassed as they are coming through there, and might negate the need for rocks there if the rush distance is increased by enough. I haven't looked at it in the editor yet. My only concern would be it having unintended effects, such as terrans parking tanks in there to control area while lings can't easily get to them.

There are other options too, such as going back to having no ramps there but increasing ramp sizes elsewhere. Which might be the best thing to do if you are a believer in occam's.

- @ changing the gold bases to normal bases, that is possible if it ends up being proven bad. I don't think these golds will be cheesy or imba like antiga golds were, since these golds are much more difficult to take. The later in the game a gold is taken, the smaller % boost it gives to your economy + Show Spoiler +
(unless both people are mined out or something, in which case ANY new base will be huge, regardless of if it's gold or not)
, since obviously a gold is more impactful when it's 2 normal bases + 1 gold vs. 3 normal bases, rather than 4 normal bases + 1 gold vs. 5 normal bases.
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Gfire
Profile Joined March 2011
United States1699 Posts
September 01 2012 00:52 GMT
#29
I'm not sure that a fast expand to the gold is imbalanced. It's entertaining and we haven't seen enough of it in pro play to know for sure. I think it makes more sense to leave the rocks off and then add them if you need them later on. Then you can decide to either change them to blue bases or add the rocks later if you think it's necessary.

But I didn't realize they were 8hym2hyg. I think you should just leave them standard 6hym2g.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
September 01 2012 01:03 GMT
#30
I think no rocks but 6hym2normalg is a solid compromise. I'll try to cook up something about the middle and post it for feedback
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Fatam
Profile Joined June 2012
1986 Posts
September 01 2012 02:15 GMT
#31
Here is the current solution I'm looking at strongly -

[image loading]

It reduces the absolute fastest nat-nat rush distance from 91 to 89.. which is incredibly negligible. 2 squares less than Ohana. And if you go that way you're obviously going through two 1 FF ramps, which is a disadvantage. That along with the change to the corner golds reduces my rock count to 2 :-O My poor rocks just never seem to survive.

+ Show Spoiler +
I think these are the only viable position for middle ramps, if we really think there should be middle ramps at all (I'm still not 100% convinced it needs it) and are at the same time concerned about the rush/reinforce time for T. Reposition those 2 ramps any to the left or right and they either a) make the rush distance too short or b) become useless because they're -right- next to a bigger ramp.


Pretty happy with it but tell me what you think !
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Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-09-01 02:30:54
September 01 2012 02:30 GMT
#32
What are you measuring from? The nat ramps?

+ Show Spoiler +
[image loading]


What about something like this, to distinguish the ramps a bit? And I guess push the nat and main back a bit to add some more space in the low ground (which I think you aught to do anyway, as it's pretty tight especially over by the wide ramp.)
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-09-01 03:32:57
September 01 2012 03:30 GMT
#33
If the old configuration was only 4 squares less than ohana, then that's fine. It appeared a lot shorter from eyeballing it.

Although... part of my concern also had to do with the fact that the open ramps like that really decreased the importance of holding the high ground. If a player takes their 4th and then positions their army near the watch tower above the ramp near the 4th, an army can still move through the middle and then push down onto the low ground threatening the 4th and the natural. This requires instant reaction from the defender to move down off the high ground to prevent, and requires quick reaction in general to preserve a shred of "positional advantage" in that defensive engagement anywhere in the area. Against a terran who can easily stim and split off a devastating sliver of his army into the nat / main, this is a world of difference from requiring them to drop and/or go all the way around by the other ramp at the other end of the middle. And in any case it forces the defender to cede the high ground and the tower just to stay between the attacker and his targets.

So... I think the original picture you drew with a doodad (trees?) line obscuring the entrance to the ramps as you had them is a good solution, except for the fact that it really shrinks the openness of the low ground alleys, which before were just right imo.

What if you turned the ramps themselves and made them 1 ramps to hamper large army mobility? This would give you a couple squares increased distance too. (Apparently the distance is "okay" anyway.)

edit: I don't like the new ramps at all flipped sides. Reason: now it's a super short walk from attacker's natural to above the 4th base. Like an even worse version of the problem I describe.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-09-01 06:40:49
September 01 2012 06:28 GMT
#34
Didn't even consider a couple of those things. Some good points. Here's the idea from earlier put into action:

[image loading]

You'll notice I pulled the nat back a bit so it wouldn't cramp up too bad there.

1 FF ramp and if you go that way it's actually a longer rush compared to the normal way.

Not final on this idea yet but it looks decent, there's no real crampage anywhere and it serves all the purposes it was intended to.

edit: and now that I look at it, that ramp and little path synergize very well with the overlord spot right there
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EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 01 2012 15:50 GMT
#35
Yeah, that looks okay. The ramp above the 4th is sort of obstructed now though. >< Maybe you can push it back/over to give a little more room for a big engagement at/below that ramp.

Overall good change (I think). But it feels like the open space is reduced too much. I think it's important that there is a large amount of openness in front of the natural because the backdoor 3rd provides a "safe" play beyond your 2nd base. It should be scary for a choke-favoured army somewhere on the map.

To that end, maybe the best solution is to add 2-4 squares of vertical dimension to accommodate the bendy pathblock? Or, you could try using a narrow chain of doodads instead of actual sunken terrain. This would save you a couple squares.

Small note: you need to change the side the depot is on. Right now you could wall ramp-to-cliff with 2-3 bulidings (and cut off a zerg).
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
September 02 2012 00:27 GMT
#36
Yeah good call on the depot, that wasn't an issue before since that nat stuck out more.

I'll find a way to make a little more room. Cheers
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Fatam
Profile Joined June 2012
1986 Posts
September 02 2012 06:35 GMT
#37
All done. version 1.0

- Textures all completed.

- Area between the nat and 4th widened due to a slight reworking of the main/nat (that's now a juicy 16 to 18 square wide choke, quite roomy).

- Rocks now partially block the 1 FF ramps in the middle so that only small units such as workers/lings/zealots/marines/etc. can get through until the rocks are killed. Rush distance nat-nat via this route is now up to 85, which I think is acceptable given that it's only 6 squares less than Ohana and you have to kill a set of rocks at each ramp to get any kind of army through it. I liked all the space provided when I reworked things so I threw the doodad wall solution off the table because it would completely remove the space gained, and it would cause more problems in general (tank abuse, etc.) than it would solve.

- Made a couple changes (moved the supply depot, added a few rocks/trees) to prevent bunker/pylon abuse around the main ramp. Tricky business.

- Completely updated the original post (pics/verbage + added a couple new things).
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