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M [2] New Amsterdam Medical, or Antiga Shipyard II - Page 2

Forum Index > SC2 Maps & Custom Games
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lorestarcraft
Profile Joined April 2011
United States1049 Posts
November 15 2012 22:52 GMT
#21
Plantaries in TvX and Zerg expoing there for third ZvP mean gold bases in the middle are not balanced!
SC2 Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
November 16 2012 00:17 GMT
#22
The distance between the main backdoor and the nat entrance is longer for the defender than the attacker, either fix this problem or just remove the backdoor.
vibeo gane,
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-11-16 00:47:55
November 16 2012 00:46 GMT
#23
Gold bases in the middle is imba because of ZvP... , Z will take a gold as their 3rd base against a FFE protoss, the toss now has to deal with like 25% more roach/ling aggression.

Otherwise, this is really quite good. The potential for a 4th base makes antiga a much better concept imo. Definitely an improvement. I am wondering if you can sneak around the towers at the 4th?

also, what made you decide to rotate the whole map like 30 degrees CCW?
~ ~ <°)))><~ ~ ~
Quakecomm
Profile Joined April 2012
United States344 Posts
November 16 2012 01:27 GMT
#24
I like it. Take antiga and make it easier to take a fourth by making it two player. Good job!
gorkey island is the only good map
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 16 2012 01:32 GMT
#25
On November 16 2012 09:46 TheFish7 wrote:
Gold bases in the middle is imba because of ZvP... , Z will take a gold as their 3rd base against a FFE protoss, the toss now has to deal with like 25% more roach/ling aggression.
I don't think so necessarily, a gold base yields as much income as a normal base because it ha only 6 patches, you just need viewer drones to saturate it, there's also only one gas, it's a risk/reward ratio because good luck holding that base against a sentry/immortal all in.

If it was that imbalanced ZvP the Antiga on the ladder, which has a high yield would be unwinnable for PvZ, I've noticed no such thing myself.

The only real problem that I see happening with that gold is TvZ, without ranged units Z cannot deny mining, however I purposefully designed the map to be able to do counter attacks around it quite easily.

I am wondering if you can sneak around the towers at the 4th?
In what way? You can of course sneak past every tower theoretically unless its vision covers the entire map.

also, what made you decide to rotate the whole map like 30 degrees CCW?
The layout just fit that way I guess, I tend to start executing ideas that I have from the centre out, it just happen to fit that way together with the backdoor ramp changes.

Maybe I should doodad it up and add no fly zones though.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
IndyO
Profile Joined June 2012
392 Posts
November 16 2012 03:15 GMT
#26
I'm curious as to how the gold base in the middle works out for balance now. Terran often feels weaker in the lategame in all matchups, so I suppose it could work out.
Fluid
Profile Joined September 2010
Canada136 Posts
November 16 2012 03:34 GMT
#27
On November 16 2012 12:15 IndyO wrote:
I'm curious as to how the gold base in the middle works out for balance now. Terran often feels weaker in the lategame in all matchups, so I suppose it could work out.


That's not really the problem. The problem is that whoever has map control also gets a free gold base, so that makes it almost impossible for the defending player to win.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 16 2012 04:18 GMT
#28
Winner gold bases need to go. I don't mind gold bases appearing in maps again with the mule nerf, however they need to be designed in such a way that if a player already has map control, they don't get gold bases with it. In other words, put golds along the sides with big vulnerabilities that you'd have to give up center map control to defend. Also, I'd like to see the fourth be dropped onto the low ground instead of the high ground, as well as the backdoor into the main be removed. This map has the same blink and drop vulnerabilities as Antiga, so there is really no reason to have an offensive back door. Aside those however, it's a pretty decent map.
Former ESV Mapmaker | @Timetwister22
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 16 2012 05:27 GMT
#29
On November 16 2012 13:18 Timetwister22 wrote:
Winner gold bases need to go. I don't mind gold bases appearing in maps again with the mule nerf, however they need to be designed in such a way that if a player already has map control, they don't get gold bases with it.
I disagree, this is the entire reward of getting map control as in asserting yourself at the centre that I like. That you have the centre far from means that you have 'won' by any stretch, it's a decision you make because it's not the optimal position tot take to defend your main and natural at all, it leaves them quite vulnerable to counter attacks.

In other words, put golds along the sides with big vulnerabilities that you'd have to give up center map control to defend.
This was tried, and often just meant hatch first to the gold because you need to get out of position so much to punish it that you leave yourself open for a counter especially on map with high CS like this one.

Also, I'd like to see the fourth be dropped onto the low ground instead of the high ground
This is honestly a pretty interesting idea that could probably work out well.

as well as the backdoor into the main be removed. This map has the same blink and drop vulnerabilities as Antiga, so there is really no reason to have an offensive back door.
I feel the backdoor helps to defend drops rather than making them harder to defend wouldn't you think? If you break down your own rocks you can very easily just walk into your main to defend a drop rather than having to walk all the way around, which is part of their purpose, the other part is to threaten backstabs when someone vies for control of the centre to mine from the gold.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 20 2012 16:09 GMT
#30
Experimenting with a lowground fourth:

[image loading]

[image loading]

Aesthetics are still a little bit rough of course.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
AssyrianKing
Profile Blog Joined August 2011
Australia2114 Posts
November 24 2012 21:38 GMT
#31
I kind of like the low ground 4th better, it makes it a little harder to defend which I like, but for Protoss it MIGHT be a problem. Please get rid of the gold bases, or make them 6g1hg, it just seems so random and is not balanced nor helps for interesting games
John 15:13
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 24 2012 22:45 GMT
#32
Well, there's nothing random of course, it's supposed to be a high risk/high reward base, I'm not sure what makes that 'imbalanced. Unlike on Antiga it's also not a winners base because there's purposefully a lot of room to counter attack around it. If they weren't gold there would be r no good reason to ever take them. It's very easy to deny mining with a single ranged unit on the other side, doesn't even need to be on the high ground, you can easily kill the gas as well.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 25 2012 02:28 GMT
#33
this layout looks really good, nice job. maybe too many small tiles for textures, but it adds some contrast.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
November 25 2012 04:25 GMT
#34
I feel like the third base is even harder to take now, and having a hole in your main base is a TERRIBLE idea, and tournaments will never use it. But I really really like the concept of the new Antiga because right now, the old antiga is kind of boring :|
$O$ | soO
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