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[D, M] Map where you play all 3 Races - Page 2

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
November 30 2012 05:19 GMT
#21
So I got this all fixed up! Everything works perfectly now. Edited the OP to reflect some of the changes.

Thanks The_Frozen_Inferno for the races tab idea, that helped. Now all spawns are possible, and you can even do FFA or 2v2

Should have other versions of this (daybreak, CK, etc.) up in a little bit.
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
November 30 2012 06:02 GMT
#22
Colossus with spore and spine support...
SC2 Mapmaker
HoLe
Profile Joined August 2012
Canada183 Posts
November 30 2012 06:29 GMT
#23
Definitely going to try this thing out.

I have a few questions,

1. Does it make 6 pool more viable considering you can chrono probes?
- ex: Could you 6 pool into a fast CC?
- ex: How about mega fast gas?
2. Can you chrono non-protoss stuff?
3. What the F does earlygame cheese look like? I bet there's TONS.
- proxy reaper with tactically placed cannons?
Terran.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-06 13:47:21
November 30 2012 07:08 GMT
#24
I published Daybreak and Cloud Kingdom versions to NA as well just now.

If anyone wants to upload these to EU/KR/SEA/etc. feel free, you can grab them below.

edit: latest versions -

Entombed 1.1 - http://www.mediafire.com/?h179p6ebrbarcrc

Cloud Kingdom 1.1 - http://www.mediafire.com/?50883qlp35mjnql

Daybreak 1.1 - http://www.mediafire.com/?zw7txq686bka42w
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
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-30 09:11:40
November 30 2012 07:20 GMT
#25
On November 30 2012 15:29 HoLe wrote:
Definitely going to try this thing out.

I have a few questions,

1. Does it make 6 pool more viable considering you can chrono probes?
- ex: Could you 6 pool into a fast CC?
- ex: How about mega fast gas?
2. Can you chrono non-protoss stuff?
3. What the F does earlygame cheese look like? I bet there's TONS.
- proxy reaper with tactically placed cannons?


It's hard to know exactly what is good or bad yet, but I think 6 pool might be weaker than usual. Consider that by the time the slow lings reach your opponent's base, he will have slightly more workers than usual so the lings will get crushed pretty easy. Not to mention you can actually wall off 1-2 supply faster than a normal Terran can if you do a pylon+barracks/gateway+supply depot wall. Maybe it could still be somewhat effective if you can get in, dance them around for a while and deny mining time on a lot of their workers. But you did have to cut workers for a while to get that 6 pool down, so you'll be behind unless you do good damage.

I think fast gas should be viable. I can think of a number of uses for it. Maybe you could try a quick speedling build (pool and gas before pylon or supply depot, then chrono the speed upgrade out). You should be able to expand pretty safely with that kind of build; they probably can't move out for a little while.

Idk about cheeses, I'm sure there's potential for a few different things from the norm. But I think having the ability to get workers out faster than usual helps shut down early cheeses like 6 pool.
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
Fatam
Profile Joined June 2012
1986 Posts
November 30 2012 09:12 GMT
#26
On November 30 2012 15:02 lorestarcraft wrote:
Colossus with spore and spine support...


How about colossi or immortals with SCVs repairing :-P
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
Coprolyth
Profile Joined July 2012
Belgium18 Posts
November 30 2012 14:03 GMT
#27
Anyball+add infestor. Pretty much GG
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
November 30 2012 15:35 GMT
#28
Mass medivac + mass infestor + a few ultralisk.
I love.
Poilon
Profile Joined December 2010
France139 Posts
November 30 2012 16:02 GMT
#29
infestor/broodlords + storms and marine drops everywhere
Des rats des rats
HoLe
Profile Joined August 2012
Canada183 Posts
November 30 2012 17:41 GMT
#30
battlecruiser mothership storm with crackling support
Terran.
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 30 2012 18:47 GMT
#31
I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.

I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.

You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).

This would mean that players wouldn't have to work around / with creep unless or until they wanted to.
In Bizarro World, I ladder more than I make custom maps
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-30 19:51:42
November 30 2012 19:51 GMT
#32
On December 01 2012 03:47 The_Frozen_Inferno wrote:
I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.

I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.

You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).

This would mean that players wouldn't have to work around / with creep unless or until they wanted to.


Yeah right now it is creep growth - medium behavior but that is a neat idea. I like the bunker thing too, since it would make them more useful and would mean less cheeses which is generally considered a good thing. On the other hand, it would make going rax first slightly less appealing, since the other builds will be stronger in comparison since they now have the benefit of bunkers being useable. So that is something to consider.
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
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
December 01 2012 00:42 GMT
#33
Colossus + infestors. Yay.
maru G5L pls
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
December 04 2012 01:17 GMT
#34
I noticed something strange today when I was poking around in the tristar cloud kingdom map you linked from mediafire.

When I went into the data editor to look at some values for stuff, I noticed that it still has 140 seconds for warpgate, and fungal growth lasts for 8 seconds and does a flat 2.25 damage / tick to all types. Queen range is also 3 again and you can supposedly build rax after CC.

But when I started it up with ctrl+F9, everything was as it should be on the current patch. What's going on here?
In Bizarro World, I ladder more than I make custom maps
thurst0n
Profile Blog Joined December 2010
United States611 Posts
December 04 2012 05:20 GMT
#35
On December 01 2012 04:51 Fatam wrote:
Show nested quote +
On December 01 2012 03:47 The_Frozen_Inferno wrote:
I wonder if it would be a cool idea to take off the 'requires terran' validator for the bunker-load ability? I've done it in some of my other customs, and having zealots and roaches inside bunkers is pretty funny.

I also wonder if it would be an interesting idea to modify the hatchery such that by default it does not automatically birth or grow creep.

You could remove the standard creep growth - large behaviour, but have a button ability on the hatch to manually apply a dual buff to apply the creep spread behaviour and a replacement buff for creating the initial footprint of creep (the one that pops up as soon as the hatch is birthed that wouldn't activate anymore).

This would mean that players wouldn't have to work around / with creep unless or until they wanted to.


Yeah right now it is creep growth - medium behavior but that is a neat idea. I like the bunker thing too, since it would make them more useful and would mean less cheeses which is generally considered a good thing. On the other hand, it would make going rax first slightly less appealing, since the other builds will be stronger in comparison since they now have the benefit of bunkers being useable. So that is something to consider.


Don't you need a barracks for a bunker anyways? Even if you can get a roach in there.. you still need a rax if you want to build that bunker.

I love this and cannot wait to play. I just think the real fun will be getting out of early game and playing mid/late game compositions. The early game cheeses will be fun to learn how to defend against, but i'll let others come up with the attacks, i'll try to defend and transition out into fungal + storm collosus with marines for aa...obviously archons and medivacs.

oh boy medivacs take on a whole new roll.. if you let non terran units in bunker make sure they can go in medivac.

Also would it be possible to get a supply cap increase if people think it's a good idea?
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Fatam
Profile Joined June 2012
1986 Posts
December 04 2012 08:27 GMT
#36
There's a chance you'll be throwing up a barracks anyway at some point, because you're not going to want to stick on just 1 race.

I haven't messed with the map in a few days, but I think I'll probably do the bunker + medivac thing. (although I'm not sure that medivacs can't already pick up other races' units if they're allied.. I'll have to look)

As for the data editor looking weird for the CK version, I might have edited an older version of CK that Blizz has up. If it fixes once it's in-game then I assume Blizz has made it where the game will automatically use the latest patch even if it's an old map (yay). I know some people used to have issues w/ that. I can re-do everything on a newer CK version if it's acting up in-game though.
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
Decendos
Profile Joined August 2011
Germany1341 Posts
December 04 2012 12:30 GMT
#37
this is how random should work :D
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 05 2012 01:55 GMT
#38
On December 04 2012 21:30 Decendos wrote:
this is how random should work :D

lol... XD

Does anyone want to play right now? I'm on right now.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
December 05 2012 19:39 GMT
#39
All the maps are now 1.1 with the bunker change.

I tested it and medivacs can already load any race of unit so I didn't need to do anything there.

[image loading]

Haven't really looked at it yet since I was doing RL stuff + updating shadow swamp, but still might do the hatchery creep button thing. It will just take a little more time than these easy fixes did.
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
Baozi
Profile Joined March 2011
United States1191 Posts
December 05 2012 20:15 GMT
#40
Reminds me of team melee in Broodwar. Good times.
"Universe is very spacey, we called him space man. He made a lot of space." - Arteezy
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