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Map Name Amethyst
Number of Players 2
Playable 116x136
Published KR
Overview
Angled Overview:
Aesthetics
Intentions - Meant to be a smaller map, a rush-viable, but also turtle-viable as well. - My attempt at a Ulnar Theme, an underused tileset - It is Ulnar + Shakuras + Niflheim + HotS Snow Set - Snow in space
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I remember playing this map :D , Terran mech is very strong in this map. You can camp there nat really easy. I enjoyed playing it when I did :D
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Rush distance is Steppes-of-War-esque, so idk about the balance there. But I think it's pretty good on the whole. I agree that turtling would be possible if no one cheeses - the bases are easily defensible. Probably too defensible in some cases (the 6:30 / 12:30 bases are so easy to defend if you wall the 1FF ramp).
Aesthetics are great. With so many good-looking snow maps out there, it's too bad we don't get to see them used because Blizzard and tournaments are stupid and won't rotate their map pools.
oh and +1 for making a small map, too many monstrosities in circulation atm
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Looking good. My favorite map of yours. 'Specially like the interesting use of LoS at the XNT.
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Fucking stunning aesthetics. The rush distance has me nervous. I wanna see how it would play out. I would like the other option for a third to be a big more viable too.
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Beautiful map in every respect. Did you misspell Amethyst intentionally?
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On November 10 2012 20:19 Callynn wrote: Beautiful map in every respect. Did you misspell Amethyst intentionally? Oops. I spelt it right before XD
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On November 10 2012 20:27 Semmo wrote:Show nested quote +On November 10 2012 20:19 Callynn wrote: Beautiful map in every respect. Did you misspell Amethyst intentionally? Oops. I spelt it right before XD
Haha, well at least the map is spot-on pretty  Also, it could have just been a funny name!
EDIT: You going to make Ruby, Sapphire, Emerald and Topaz as well? Would be nice to have themed maps in that aspect XD
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wow that rush distance looks ridiculously short.
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Short rush distance should make for interesting games, especially since it makes taking a 3rd extra hard, I wonder how it will affect PvZ, since I think the ability to pressure the 3rd maybe will increase the number of gate expands or maybe 2gate pressure after FFE. Unfortunately it will also make 1-1-1, 2base immortal sentry and other all-in stronger, but it will for sure decrease the number of eco cheeses and greedy openings, which is great!
A point Fatam raised about the 7th and 1th position bases is true, you should make that 1FF ramo to a 2FF, it will make runbys and harass easier, and turtling on 4bases harder, which is good.
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Well, I like this one already, interesting aesthetics of course, a thing to consider is that snow has a major caveat, snow blindness, the reason that not a lot of BW maps or maps in general feature a lot of snow on it is because all that white eventually starts to give you a headache while playing.
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Can an Admin change the map name to
[M] (2) Amethyst
Thanks!
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On November 11 2012 06:42 SiskosGoatee wrote: Well, I like this one already, interesting aesthetics of course, a thing to consider is that snow has a major caveat, snow blindness, the reason that not a lot of BW maps or maps in general feature a lot of snow on it is because all that white eventually starts to give you a headache while playing.
It's more grey than white really, i can't see that being a problem. This map looks really cool. I don't think small maps are necessarily bad as long as they are fairly open so you can get flanks off on deathballs.
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On November 11 2012 15:07 Zrana wrote:Show nested quote +On November 11 2012 06:42 SiskosGoatee wrote: Well, I like this one already, interesting aesthetics of course, a thing to consider is that snow has a major caveat, snow blindness, the reason that not a lot of BW maps or maps in general feature a lot of snow on it is because all that white eventually starts to give you a headache while playing. It's more grey than white really, i can't see that being a problem. It isn't in this case, I'm just explaining this in general I guess to the many people in this thread asking why snow maps are so rare and why they are always so rare. I'm pretty sure I've read that many BW progamers always used to complain at snow maps that they give them a headache. While the entire map isn't white, staring too long at the white parts might give you one.
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On November 11 2012 16:18 SiskosGoatee wrote:Show nested quote +On November 11 2012 15:07 Zrana wrote:On November 11 2012 06:42 SiskosGoatee wrote: Well, I like this one already, interesting aesthetics of course, a thing to consider is that snow has a major caveat, snow blindness, the reason that not a lot of BW maps or maps in general feature a lot of snow on it is because all that white eventually starts to give you a headache while playing. It's more grey than white really, i can't see that being a problem. It isn't in this case, I'm just explaining this in general I guess to the many people in this thread asking why snow maps are so rare and why they are always so rare. I'm pretty sure I've read that many BW progamers always used to complain at snow maps that they give them a headache. While the entire map isn't white, staring too long at the white parts might give you one.
You know with the ALT+F key I dont think they have to worry, It would either be red and blue or red and green colors. It wont hurt to stare.
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On November 11 2012 16:18 SiskosGoatee wrote:Show nested quote +On November 11 2012 15:07 Zrana wrote:On November 11 2012 06:42 SiskosGoatee wrote: Well, I like this one already, interesting aesthetics of course, a thing to consider is that snow has a major caveat, snow blindness, the reason that not a lot of BW maps or maps in general feature a lot of snow on it is because all that white eventually starts to give you a headache while playing. It's more grey than white really, i can't see that being a problem. It isn't in this case, I'm just explaining this in general I guess to the many people in this thread asking why snow maps are so rare and why they are always so rare. I'm pretty sure I've read that many BW progamers always used to complain at snow maps that they give them a headache. While the entire map isn't white, staring too long at the white parts might give you one.
tbh that sounds more like an issue with monitors' brightness/contrast settings
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this map looks awesome! any plans to publish on na/eu?
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On November 12 2012 12:56 Quakecomm wrote: this map looks awesome! any plans to publish on na/eu?
Yeah I'll upload it today when I get home. Glad you like it!
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On November 12 2012 13:34 Semmo wrote:Show nested quote +On November 12 2012 12:56 Quakecomm wrote: this map looks awesome! any plans to publish on na/eu? Yeah I'll upload it today when I get home. Glad you like it! Would love to try it out...
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Map is now uploaded to NA and SEA as
Narae_Amethyst
Please Admin, Change name to
[M] (2) Amethyst
Thanks!
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Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.
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Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.
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I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.
Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.
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Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.
There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.
One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.
I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.
I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.
Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!
Good luck on Amethyst!
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On November 13 2012 23:00 OxyGenesis wrote: Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT. Thanks.
On November 14 2012 02:29 necrimanci wrote: Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design. Well, the zerg should try to engage at the center, I think.
On November 14 2012 04:46 Doominator10 wrote: I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.
Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles. Well I don't like Starbow that much, and it wouldn't fit with his vision I think.
On November 14 2012 06:26 Antares777 wrote:Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout. There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot. One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players. I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay. I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already. Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool! Good luck on Amethyst!  The thing is the entrance is mono, but it's very close to opponent. I believe that chokes makes expansions defense easier even if the distance maybe short. That was my thought, anyway.
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United States10101 Posts
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.
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On November 17 2012 14:17 FlaShFTW wrote: once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.
that is basically for almost all maps. And this is why the thirds are rocked right now - to make it easier to defend. I don't know what your comments add to...
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This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.
Great work!
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On November 23 2012 09:57 Entirety wrote: This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.
Great work! Thanks! Could you upload the replay?
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This map looks faboulus! I'll try to use it this weekend
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Nat to nat distance kinda sucks. The whole map feels a bit constricted and small. Not sure the gameplay will be good.
Aesthetics are improving! I like the idea behind the rocks. And I think the map could work well. I'd try adjusting the paths to make all of the distances longer.
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