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[M] (4) Vector - Page 2

Forum Index > SC2 Maps & Custom Games
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Dunedune
Profile Joined August 2012
France15 Posts
Last Edited: 2012-10-30 13:04:00
October 30 2012 13:03 GMT
#21
Very creative, loved it.

I would like to report something though. As a terran, you can make very early sneaky attacks from a 4th base - out of range of any xel'naga - simply by throwing one mule one one of the mineral patches while moving the army through. The 21 minerals just aren't enough to block any terran attack.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 30 2012 13:17 GMT
#22
On October 30 2012 22:03 Dunedune wrote:
Very creative, loved it.

I would like to report something though. As a terran, you can make very early sneaky attacks from a 4th base - out of range of any xel'naga - simply by throwing one mule one one of the mineral patches while moving the army through. The 21 minerals just aren't enough to block any terran attack.


Yeah, I have actually changed this already, but haven't uploaded the change. Those patches are now 42 mins.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
ArcticRaven
Profile Joined August 2011
France1406 Posts
October 30 2012 13:17 GMT
#23
I think that's a positive rather than a negative - especially with how easy third bases are there
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Angel_
Profile Blog Joined December 2011
United States1617 Posts
October 30 2012 13:34 GMT
#24
I really like it. I wish the space texture was something else, but thats okay.


I feel like the shared fourth is really creative, but I kind of worry that it'd be an absolute shitfest on zerg just because the minerals form an actual wall. If it were rotated so the mineral field is on the vertical and against the wall instead of forming a horizontal wall, it'd still be a shared base with two ramps, but you wouldn't have to worry about balance problems from ranged units just bombing down on workers. I don't know. I really like it though.
Shkudde
Profile Joined February 2011
Netherlands709 Posts
Last Edited: 2012-10-30 15:38:14
October 30 2012 14:17 GMT
#25
On October 30 2012 22:02 OxyGenesis wrote:
Show nested quote +
On October 30 2012 21:16 Shkudde wrote:
I just played a game on it, if you go for a old-school gate-core wall at your ramp that looks like there's a zealot-gap left it actually closes of the whole ramp. Spawned bottom right, will check if the other ramps have the same problem. Probably has to do with the lamp-post doodad at the ramp.

Edit: both bottom bases have this problem, the top bases are good. Otherwise the map looks and feels good


Bah, I always forget to turn off some doodad footprints. Thank you very much for the heads up, will fix this soon! How was the fps on your machine? This is my main worry atm.


My PC is shit (el-cheapo dual-core thing, don't even know what's in there :p) so I don't know how much that influenced things, but I did notice pretty much constant choppiness. No major spikes, just constant lower FPS.

Edit: To clarify, I play the game on low/medium settings to minimize performance-issues, and usually don´t have any FPS problems while playing 1v1.
$O$ | herO[jOin] | Zest hwaiting!
Ariuz
Profile Joined October 2011
Germany39 Posts
October 30 2012 14:31 GMT
#26
love the 4th base desing, reminds me of broodwar!
really creative map, good job!

QXC_Fanboy
Profile Joined April 2011
United States35 Posts
October 30 2012 14:34 GMT
#27
I can see the ridge near the third being hell for TvT, but it's better than Tal'darim!!
"Life before Death, Strength before Weakness, Journey before Destination"
Archvil3
Profile Joined September 2010
Denmark989 Posts
October 30 2012 14:45 GMT
#28
Lots of good stuff to be said about the map. There is one great concern though about the 4th bases. I tested out the functionality of that type of base awhile ago and mules became a big problem that I couldnt find a good solution to. Simply, they tend to land on the wrong side of the mineral wall making them take the long way around to the cc, wasting a lot of their time.

When clicking a mule to land on a mineral field they always land on the same side of the mineral patch(cant remember which side) which makes muling impossible in some positions while okay in others. If you spam several mules though they land on either side of the mineral patch causing some to be on the right side and some to take the long way around.

The only solution I could find was to land the mules next to the mineral field, wait for them to land and then click them on to the mineral patch afterwards. That consumes not only APM but time as well which every terran will hate you for.

Hopefully a prober solution to this problem can be found so this type of base is fully functional.
Let thy speech be better than silence, or be silent.
Bijan
Profile Joined October 2010
United States286 Posts
Last Edited: 2012-10-30 15:05:05
October 30 2012 15:04 GMT
#29
On October 30 2012 23:45 Archvil3 wrote:
Lots of good stuff to be said about the map. There is one great concern though about the 4th bases. I tested out the functionality of that type of base awhile ago and mules became a big problem that I couldnt find a good solution to. Simply, they tend to land on the wrong side of the mineral wall making them take the long way around to the cc, wasting a lot of their time.

When clicking a mule to land on a mineral field they always land on the same side of the mineral patch(cant remember which side) which makes muling impossible in some positions while okay in others. If you spam several mules though they land on either side of the mineral patch causing some to be on the right side and some to take the long way around.

The only solution I could find was to land the mules next to the mineral field, wait for them to land and then click them on to the mineral patch afterwards. That consumes not only APM but time as well which every terran will hate you for.

Hopefully a prober solution to this problem can be found so this type of base is fully functional.


I don't have a problem with this "imbalance". It's something Terrans could account for and try to avoid using mules on those patches if they can help it.
Fatam
Profile Joined June 2012
1986 Posts
October 30 2012 15:20 GMT
#30
not to toot my own horn too much but if you did the wall like this -
[image loading]

like I did on my map jam map a few days ago I don't think mules would bug out, because there's only 1 side they can really land on. Would need to test that to be 100% sure, but I think it's less likely to bug.
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
Andwhy
Profile Blog Joined January 2011
United States91 Posts
October 30 2012 16:11 GMT
#31
On October 31 2012 00:04 Bijan wrote:
Show nested quote +
On October 30 2012 23:45 Archvil3 wrote:
Lots of good stuff to be said about the map. There is one great concern though about the 4th bases. I tested out the functionality of that type of base awhile ago and mules became a big problem that I couldnt find a good solution to. Simply, they tend to land on the wrong side of the mineral wall making them take the long way around to the cc, wasting a lot of their time.

When clicking a mule to land on a mineral field they always land on the same side of the mineral patch(cant remember which side) which makes muling impossible in some positions while okay in others. If you spam several mules though they land on either side of the mineral patch causing some to be on the right side and some to take the long way around.

The only solution I could find was to land the mules next to the mineral field, wait for them to land and then click them on to the mineral patch afterwards. That consumes not only APM but time as well which every terran will hate you for.

Hopefully a prober solution to this problem can be found so this type of base is fully functional.


I don't have a problem with this "imbalance". It's something Terrans could account for and try to avoid using mules on those patches if they can help it.


Yeah I wouldn't really worry about that as the mapmaker, for as long as terrans know about it, they can adjust to it. I like a map that pushes players to adjust their play, and having a mule walk around really isn't that big of an adjustment. For example, just mule the 2 outer mineral patches. Then, even if they land on the wrong side, there is hardly any additional walk.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
Last Edited: 2012-10-30 16:15:34
October 30 2012 16:14 GMT
#32
Thanks for the comments everyone. The mule issue I don't think is too bad, the depleted mins will mean that they can get around. The turtley 3rd issue isn't quite as acute as some are suggesting I feel. It slightly depends on whether you spawn cross or close. I've also tried to give attackers a lot of options and generally balance attack and defence. I do share the concerns, but I want to see how it plays out in it's current form before changing it.

One change I am thinking of is changing the 4ths to gold bases. This will hopefully reward those wanting to go to 4 bases, 6 gold min patches and 1 high yield gas is also a more standard mineral configuration. It also means that the patches would be mined out faster, yet mules would mine them at the same rate. Thoughts?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
October 30 2012 16:25 GMT
#33
I think it could be a tiny bit of an issue - if you were planning to move through there @ a certain time but then your mules landed on the wrong side in order to clear the 42 mineral patches, then they wouldn't get cleared and you'd have to wait.

Of course, one thing to combat this kind of thing is actually land the mule on the ground, then click the mineral patch. More APM but it's fool-proof
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
jdsowa
Profile Joined March 2011
405 Posts
October 30 2012 17:05 GMT
#34
Best looking lava map ever created. Given that Blizz is so desperate to include a lava map on ladder, I think they would give this one community map special consideration if only it had ordinary min/gas layouts.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2012-10-30 17:14:58
October 30 2012 17:12 GMT
#35
I am really concerned about the lack a second gas at the 4th or 5th bases. I know it is high yeild, but it is still not as good as having 2 regular geysers. This would lead to terran being way too strong. Not to mention it is rife for tank play.

Looks great and has a neat concept, but you can't have half bases as the only expo opportunity past the 3rd.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
October 30 2012 17:15 GMT
#36
To be fair, I think they are high yield gases, so that makes up for it a bit. 6 mineral patches (since 2 of them are only 42 minerals) + 1 hyg is proportional, so shouldn't favor Terran (at least not as far as money goes).

I think with this kind of base layout, everyone thinks tanks, tanks, tanks. But infestors can fungal a mineral line to devastating effect, as can HT's storm, so I think each race has something pretty good in that situation.

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
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 30 2012 18:46 GMT
#37
On October 31 2012 02:15 Fatam wrote:
To be fair, I think they are high yield gases, so that makes up for it a bit. 6 mineral patches (since 2 of them are only 42 minerals) + 1 hyg is proportional, so shouldn't favor Terran (at least not as far as money goes).

I think with this kind of base layout, everyone thinks tanks, tanks, tanks. But infestors can fungal a mineral line to devastating effect, as can HT's storm, so I think each race has something pretty good in that situation.



Yeah, I mentioned them being high yield gases, but i think it would be better to have half bases as an option rather than a necessity.
SC2 Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-30 18:55:42
October 30 2012 18:55 GMT
#38
On October 31 2012 02:12 lorestarcraft wrote:
I am really concerned about the lack a second gas at the 4th or 5th bases. I know it is high yeild, but it is still not as good as having 2 regular geysers. This would lead to terran being way too strong. Not to mention it is rife for tank play.

Looks great and has a neat concept, but you can't have half bases as the only expo opportunity past the 3rd.

You can mine out the small patches and put another CC down on the far side to get a second high yield gas, or you can just long distance mine it with 5 workers. I think you've got your gas needs covered.
Comprehensive strategic intention: DNE
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 30 2012 19:00 GMT
#39
On October 31 2012 01:14 OxyGenesis wrote:
Thanks for the comments everyone. The mule issue I don't think is too bad, the depleted mins will mean that they can get around. The turtley 3rd issue isn't quite as acute as some are suggesting I feel. It slightly depends on whether you spawn cross or close. I've also tried to give attackers a lot of options and generally balance attack and defence. I do share the concerns, but I want to see how it plays out in it's current form before changing it.

One change I am thinking of is changing the 4ths to gold bases. This will hopefully reward those wanting to go to 4 bases, 6 gold min patches and 1 high yield gas is also a more standard mineral configuration. It also means that the patches would be mined out faster, yet mules would mine them at the same rate. Thoughts?

Not a good idea. It straight up benefits some races more than others. For instance, in ZvP a zerg will likely take the gold (because he can) whereas a Protoss can't expand there (nor will he get much benefit from it). You could look at making the thirds 5m/1g as to weaken the strength of holding the first three bases though?

On the fourths, I don't see any good reason why they are the way they are. Yes it's a cute novelty. But what does it really add to this map? Nothing, is what. Unit movement through that path once the minerals are cleared is slower than going through the mid so already is a situational path (think entombed valley side corridors situational). The increased 'harassability' of the base because of having two sides isn't really a good feature when you're trying to discourage 3 base play that is compounded by the fact each side only gets one gas. Moreover there are already two paths to your opponent if you need alternate routes. I would change those into a regular base tucked against the side of the map. That is far more likely to begin to alleviate the turtle on three base problem.
Administrator~ Spirit will set you free ~
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 30 2012 19:13 GMT
#40
On October 31 2012 04:00 Plexa wrote:
Show nested quote +
On October 31 2012 01:14 OxyGenesis wrote:
Thanks for the comments everyone. The mule issue I don't think is too bad, the depleted mins will mean that they can get around. The turtley 3rd issue isn't quite as acute as some are suggesting I feel. It slightly depends on whether you spawn cross or close. I've also tried to give attackers a lot of options and generally balance attack and defence. I do share the concerns, but I want to see how it plays out in it's current form before changing it.

One change I am thinking of is changing the 4ths to gold bases. This will hopefully reward those wanting to go to 4 bases, 6 gold min patches and 1 high yield gas is also a more standard mineral configuration. It also means that the patches would be mined out faster, yet mules would mine them at the same rate. Thoughts?

Not a good idea. It straight up benefits some races more than others. For instance, in ZvP a zerg will likely take the gold (because he can) whereas a Protoss can't expand there (nor will he get much benefit from it). You could look at making the thirds 5m/1g as to weaken the strength of holding the first three bases though?

On the fourths, I don't see any good reason why they are the way they are. Yes it's a cute novelty. But what does it really add to this map? Nothing, is what. Unit movement through that path once the minerals are cleared is slower than going through the mid so already is a situational path (think entombed valley side corridors situational). The increased 'harassability' of the base because of having two sides isn't really a good feature when you're trying to discourage 3 base play that is compounded by the fact each side only gets one gas. Moreover there are already two paths to your opponent if you need alternate routes. I would change those into a regular base tucked against the side of the map. That is far more likely to begin to alleviate the turtle on three base problem.


I concur with these comments
SC2 Mapmaker
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