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Published on HotS beta Customs
![[image loading]](http://i.imgur.com/UIyZil.jpg)
+ Show Spoiler [Vital Data] + Spawn count: 2 Total expansion count: 18(!) 6m1hyg base count: 4 Watchtower count: 8 (Honestly guys, if you're going to make a big map, just placing only one tower in the centre is pretty useless) Doodat count: 2191 Playable size: 192,185 (a lot of this stuff is no fly or unpathable though) textures: Khaldir: Ice Light, Ice Cracket, Rock, Ice Dark; Niflheim Ice Cracked; Shakuras: Hextiles, Bricks; Ulaan Grunge; Cliffs: Ulaan Organic, Manmade; Nat2Nat: Line: 112, Path: 145;
+ Show Spoiler [Concept] + It's basically a map around the idea that a huge map needn't have huge rush distance by having a largely circular design and the naturals in a forward position, the nat2nat distance actually by far isn't as big as the map size would imply. It's one of those 'yay, centre highground' maps except that unlike antiga there is plenty of room to move around the centre. There are a lot of counter attack paths but also a lot of chokes and LOS blockers to not make Zerg too strong. The edge of the map features no fly zones to not give the map too much airspace. The high ground pods around expansions are all droppable. There are also two gold bases on the outskirts of the map. Ninja expands to the gold are very much viable. There are a lot of ridges and crevasses to make high ground positioning important. You're probably going to face tanks and tempests shelling at you from high grounds if you don't thread carefully.
The most unique feature of the map however is that patches and geysers as a rule have less minerals in them and therefore mine out more quickly. The main has 100% resources, the natural 75%, all other bases have 67% resources. The 'half bases' therefore have the same amount of total resources, they just harvest less quickly and need more workers to saturate.
+ Show Spoiler [Questionable features] + Natural is very much siegable from the third, fourth or fifth, whicever base you want it to be. I hope it can be dealt with. High ground pods are all droppable. Forward third might be too strong for Terran No fly zones are bugged and everyone knows it, they can cause a pathing bug if you're not using them carefully. Tempests are probably ridiculously overpowered.
+ Show Spoiler [Closeup shots] +
Remember, best part about Hots is that no one is allowed to bitch about balance.
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Seems like a really thought out map, but in general the bases seems very close together. Also the golds are question able, but better than them being in the middle I guess...
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The middle of the map looks really cool, and I think that the gold bases should be okay.
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It's honestly very hard to asses the balance of something like gold bases in HotS. Let's face it, I made it a HotS map in part as an excuse to be able to do questionably balanced stuff which I am so fond of. Natural is pretty hard I would say but hey we have a mothership core and widow mines. Chokes chokes and chokes everywhere but there's the viper so who knows how it will pan out. Forward base too good for Terran? I bet it's pretty good with Swarm hosts too, no one can really tell at this point.
Centre is a twirl because I like that aesthetically, there's obviously no real balance reason for the fact that the map is actually semi rotationally symmetric. It's just balance reasons, if you look closely you can see the map is actually very rotationally symmetric except for a few deviations. Middle also shamelessly rips off crevasse and I know it.
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could you give a picture which shows what you'd see if you controll a watchtower? find it hard to get an idication how much of the map you can see with one of the towers in the middle
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Here you:
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Probably your best map yet you've posted. I would extend the main base back into the corner a bit and then not worry about the air space there. Also the airspace in the other corners is probably fine if you don't want to use flight blockers. If you do want to still use them, I would suggest having some kind of very apparent cosmetic element (like huge rocks sticking into the sky) to make it very clear.
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Big fan. Awesome aesthetics and nowadays huge maps are the way to go.
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On December 17 2012 05:10 EatThePath wrote: Probably your best map yet you've posted. I would extend the main base back into the corner a bit and then not worry about the air space there. Also the airspace in the other corners is probably fine if you don't want to use flight blockers. If you do want to still use them, I would suggest having some kind of very apparent cosmetic element (like huge rocks sticking into the sky) to make it very clear. Well, there are huge crystals which sort of indicate the NFZ's, but NFZ's are bugged and everyone knows it.
Edit: Also, I made the main base smaller, it used to be larger but it took too many tumours to connect I felt, it's important in ZvZ.
On December 17 2012 07:45 Aunvilgod wrote: Big fan. Awesome aesthetics and nowadays huge maps are the way to go. I like big maps, big rush distances and 4 spawns on them with scouting luck involved where you basically just gamble T goes CC first and blindly go 3 hatch before pool, not so much.
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I like the "large map with short rush distance" concept.
Having low mineral counts on all the bases scares me a little bit, since if you take a natural and then third in standard timing all of your bases will mine out very close to one another... It is an interesting alternative to just 6m1hyg bases, though.
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Well, it does something completely different, you get the same amount of income. You just can't really turtle on 3 bases indefinitely as easy any more. The map has enough expansions to not actually run out so I figured I gave it a shot, I'm not sure it's actually better, but it's worth a test.
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On December 17 2012 11:12 SiskosGoatee wrote: Well, it does something completely different, you get the same amount of income. You just can't really turtle on 3 bases indefinitely as easy any more. The map has enough expansions to not actually run out so I figured I gave it a shot, I'm not sure it's actually better, but it's worth a test. Even though it's even more unusual in concept, a less severe way to accomplish this would be to gradate the mineral counts so that the patches run out one by one instead of all at once.
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It is gradated actually. The natural has 2 patches on 1000 and 1 on 750 I believe is how I achieved it. The 2/3 bases have a couple of 1000, couple of 1500 and a couple of 750 patches I believe.
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Just had to pop on to say: this map is sick. =D Semi-FRB ftw.
Also...
On December 15 2012 08:48 SiskosGoatee wrote: ... hard to asses ...
:::Beavis voice::: uh... huh-huh, he said hard asses... cool, cool
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