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[M] (2) SanctuaryFortress - Page 2

Forum Index > SC2 Maps & Custom Games
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Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 09 2012 00:56 GMT
#21
On October 09 2012 09:18 EatThePath wrote:
Show nested quote +
On October 09 2012 07:36 Drake Merrwin wrote:
v0.6 Fine tuning done to mineral fields. Fine tune the building blockers on centre high ground. Creep can no longer be spread on the centre high ground.

No more creep means no spins to fortify the high ground. PFs can't fit there till the minerals are mined out in which case that's the point. The only defensive fortification that can be made is cannons. If I try to block all buildings, protoss can't warp in because I think warp ins are considered buildings. Think this is enough because protosses don't make cannon seas like zergs or terrans do.

For what it's worth, protoss would definitely enjoy the opportunity to place cannons to protect the back side of the gold. Warp ins are not buildings at any point I don't think...? So don't worry about that. Also if someone tries to take the gold (like a zerg for their 4th) protoss will put down cannons on the back side of it, which is a perfectly good investment for them (minerals are cheap, denies zerg 4th, staging ground for attacks / place to hold broodlords).

It might be more effective just to put some trees here and there to prevent placing CC on the inside of the gold minerals. idk.


I already blocked town halls from fitting in there.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 09 2012 04:54 GMT
#22
On October 09 2012 09:56 Drake Merrwin wrote:
Show nested quote +
On October 09 2012 09:18 EatThePath wrote:
On October 09 2012 07:36 Drake Merrwin wrote:
v0.6 Fine tuning done to mineral fields. Fine tune the building blockers on centre high ground. Creep can no longer be spread on the centre high ground.

No more creep means no spins to fortify the high ground. PFs can't fit there till the minerals are mined out in which case that's the point. The only defensive fortification that can be made is cannons. If I try to block all buildings, protoss can't warp in because I think warp ins are considered buildings. Think this is enough because protosses don't make cannon seas like zergs or terrans do.

For what it's worth, protoss would definitely enjoy the opportunity to place cannons to protect the back side of the gold. Warp ins are not buildings at any point I don't think...? So don't worry about that. Also if someone tries to take the gold (like a zerg for their 4th) protoss will put down cannons on the back side of it, which is a perfectly good investment for them (minerals are cheap, denies zerg 4th, staging ground for attacks / place to hold broodlords).

It might be more effective just to put some trees here and there to prevent placing CC on the inside of the gold minerals. idk.


I already blocked town halls from fitting in there.

I meant instead of what you already did, so that all races can build static defense / creep up there.
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 09 2012 06:57 GMT
#23
On October 09 2012 13:54 EatThePath wrote:
Show nested quote +
On October 09 2012 09:56 Drake Merrwin wrote:
On October 09 2012 09:18 EatThePath wrote:
On October 09 2012 07:36 Drake Merrwin wrote:
v0.6 Fine tuning done to mineral fields. Fine tune the building blockers on centre high ground. Creep can no longer be spread on the centre high ground.

No more creep means no spins to fortify the high ground. PFs can't fit there till the minerals are mined out in which case that's the point. The only defensive fortification that can be made is cannons. If I try to block all buildings, protoss can't warp in because I think warp ins are considered buildings. Think this is enough because protosses don't make cannon seas like zergs or terrans do.

For what it's worth, protoss would definitely enjoy the opportunity to place cannons to protect the back side of the gold. Warp ins are not buildings at any point I don't think...? So don't worry about that. Also if someone tries to take the gold (like a zerg for their 4th) protoss will put down cannons on the back side of it, which is a perfectly good investment for them (minerals are cheap, denies zerg 4th, staging ground for attacks / place to hold broodlords).

It might be more effective just to put some trees here and there to prevent placing CC on the inside of the gold minerals. idk.


I already blocked town halls from fitting in there.

I meant instead of what you already did, so that all races can build static defense / creep up there.


Okay. Let me clear up somethings about the centre. You cannot make it up there even if you knock down the rocks. Only if you mine it out, drop and/or land units there. Building blockers block warp ins. I tested.

When I made this map, the centre was open. However I found that without a 5TH FUCKING WATCHTOWER (which I do not want), the centre didn't serve any significance other than the aesthetics I put there. So I was playing around with another map that had areas blocked off by mineral fields and applied it to this map. That's how the golds got there. I added the rocks to prevent ZvP abuse and now the high ground is a pseudo island.

I like this design better because it's unique, creates different opportunities to expand, and most interestingly, at least to me, it creates to equal routes in cross positions. Kind of like what Daybreak does, except a completely different blocker.

However, people raised concerns about the high ground and the potential abuse. All of which were seems kind of insignificant to me. However I realized that the bigger concern is that the high ground promotes defensive/slow play. Whether the abuse is a legitimate concern, is not the problem. The problem is the last thing I want is the very aggressive part of the map to turning into a place where people turtle, whether or not it's good or bad.

So I put blockers on high ground to prevent terrans setting up shop with PFs and now with this change, spines are also blocked.

However, not all things are blocked. Bunkers, turrets, cannons.

As I said earlier building blockers for some fucking reason, block warp ins as well. Which is crucial for Protoss aggression. If I block it with creep, zergs will poop their way on it. If I fully block that fucker, toss can't warp in. If I do nothing, well then SHIT.

Sigh. I don't know. I gotta think.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 09 2012 19:28 GMT
#24
Oh. Well that will just be terran imba because they can drop one medivac in the middle and deny any mining. =\
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 09 2012 22:48 GMT
#25
You can warp in on no-build ground. Maybe you mistakenly placed no-path?
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 10 2012 04:56 GMT
#26
I JUST tested. What building blocker are you using? It doesn't work for me.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 10 2012 05:22 GMT
#27
I am using painted no-build in the pathing tab. It shows up yellow in the editor.
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 10 2012 05:33 GMT
#28
On October 10 2012 14:22 EatThePath wrote:
I am using painted no-build in the pathing tab. It shows up yellow in the editor.


WTF!!!!1111!!!!!! THAT EXISTS???!?!?!?!?!?!?!!!!!11111

I'M SO DUMB.
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 10 2012 07:00 GMT
#29
This looks really interesting. Even if it isn't a balanced map per sé, it may help think outside of the box in future maps. Very nice theme as well, but that middle is just wrong in many ways for Terran
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 10 2012 08:57 GMT
#30
On October 10 2012 16:00 Callynn wrote:
This looks really interesting. Even if it isn't a balanced map per sé, it may help think outside of the box in future maps. Very nice theme as well, but that middle is just wrong in many ways for Terran


In what way? You can't fit town halls up there.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 10 2012 09:34 GMT
#31
On October 10 2012 14:33 Drake Merrwin wrote:
Show nested quote +
On October 10 2012 14:22 EatThePath wrote:
I am using painted no-build in the pathing tab. It shows up yellow in the editor.


WTF!!!!1111!!!!!! THAT EXISTS???!?!?!?!?!?!?!!!!!11111

I'M SO DUMB.

;D
Comprehensive strategic intention: DNE
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-10-14 13:51:14
October 11 2012 17:47 GMT
#32
May have gone a little overboard on the aesthetics. =D
[image loading]

v0.7
- Major over hall made to centre piece.
- Fine tuning done to gold minerals.
- Centre high round fully blocked aside from a few 2x2 spots for pylons.
- Minor touch ups with some aesthetics.
Asmodeusx
Profile Blog Joined July 2012
286 Posts
Last Edited: 2012-10-15 10:49:29
October 15 2012 10:46 GMT
#33
Sick map, i love it. Looks promissing gameplay wise and very appealing visually.

On October 10 2012 16:00 Callynn wrote:
This looks really interesting. Even if it isn't a balanced map per sé, it may help think outside of the box in future maps. Very nice theme as well, but that middle is just wrong in many ways for Terran


I think it actually balances it well and terrans can't abuse the center that much, which would give them unfair advantage like on Crevasse (which was the reason why that map was removed from gsl)
Hermetis Vögelein ist mein Nahm verlahs meine Flügel und werde zahm.
Asmodeusx
Profile Blog Joined July 2012
286 Posts
Last Edited: 2012-10-15 10:49:21
October 15 2012 10:49 GMT
#34
sorry double post
Hermetis Vögelein ist mein Nahm verlahs meine Flügel und werde zahm.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 17 2012 20:03 GMT
#35
On October 15 2012 19:49 Asmodeusx wrote:
sorry double post


All good muda fucka. All good.

On October 15 2012 19:46 Asmodeusx wrote:
Sick map, i love it. Looks promissing gameplay wise and very appealing visually.

Show nested quote +
On October 10 2012 16:00 Callynn wrote:
This looks really interesting. Even if it isn't a balanced map per sé, it may help think outside of the box in future maps. Very nice theme as well, but that middle is just wrong in many ways for Terran


I think it actually balances it well and terrans can't abuse the center that much, which would give them unfair advantage like on Crevasse (which was the reason why that map was removed from gsl)


I realI thought it was removed because of the poor quality of expansions. The 3rd was really open and the 4rd could be hit from the centre. On top of that, only half of the expansions where full 8 minerals 2 gas.
DontNerfInfestors
Profile Joined August 2012
Spain280 Posts
October 17 2012 20:16 GMT
#36
I think the third should be closer and mabye add a island.
Please dont nerf them.Infestors are fine.
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
October 17 2012 20:23 GMT
#37
On October 18 2012 05:16 DontNerfInfestors wrote:
I think the third should be closer and mabye add a island.


If I move the 3rd it opens dead space.
May I direct your eyes to the expansions that are completely blocked by force fields.
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