[M] (4) Apollo - Page 2
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TheFish7
United States2824 Posts
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EatThePath
United States3943 Posts
On January 03 2013 08:57 TheFish7 wrote: I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with. For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here. So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously. | ||
Semmo
Korea (South)627 Posts
On January 03 2013 07:31 Fatam wrote: Burrowed ultras is a really cool idea. Should be interesting to see how useful they actually are at that location - most early engages probably won't be near there, and once protoss wants to take that base as a 4th, the ultras will be killable within seconds. I guess it makes an immortal sentry push trying to go through there in horizontal spawn PvZ a little bit more vulnerable, but that would only happen in maybe 5% of all games on the map, and even less in the future when immortal sentry inevitably gets phased out in HOTS. Still the idea itself is great and has potential I think. Its a third for vertical spawn. Is used. | ||
Samro225am
Germany982 Posts
On January 03 2013 10:12 EatThePath wrote: For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here. So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously. it can be done without crazy paths. With some extra size it should not be a problem. the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base. | ||
Semmo
Korea (South)627 Posts
On January 03 2013 18:38 Samro225am wrote: it can be done without crazy paths. With some extra size it should not be a problem. the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base. Nope. the ideas i had with this map isnt like that. You shouldnt just increase size. Thayd make the map empty in other parts. Just increasing the size is very lazy; just for the sake of distance? what about the other components like the location of bases the just how far away bases are from each other? this is not a 16 base map. | ||
Daumen
Germany1073 Posts
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Samro225am
Germany982 Posts
On January 03 2013 19:28 Semmo wrote: Nope. the ideas i had with this map isnt like that. You shouldnt just increase size. Thayd make the map empty in other parts. Just increasing the size is very lazy; just for the sake of distance? what about the other components like the location of bases the just how far away bases are from each other? this is not a 16 base map. you can achieve 42 cross with mapbound that extend over 144. possibly not square, but still. you are correct on 12bases and empty space - yet i think the winding path just does not work too well as a features, because the 'connectivity' is so low and as i wrote earlier most action will be back and forth via the middle. | ||
Semmo
Korea (South)627 Posts
On January 03 2013 23:27 Samro225am wrote: you can achieve 42 cross with mapbound that extend over 144. possibly not square, but still. you are correct on 12bases and empty space - yet i think the winding path just does not work too well as a features, because the 'connectivity' is so low and as i wrote earlier most action will be back and forth via the middle. im saying that i do not want a map that large. it is unnecesary. Alsp It is 14 bases btw. And regarding the center - yeah it is fine that most fights happen in the center. The winding paths are not designed for large armies, they are for counter attacks, Strategical moves, and base defense. | ||
Samro225am
Germany982 Posts
On January 03 2013 23:40 Semmo wrote: + Show Spoiler + On January 03 2013 23:27 Samro225am wrote: you can achieve 42 cross with mapbound that extend over 144. possibly not square, but still. you are correct on 12bases and empty space - yet i think the winding path just does not work too well as a features, because the 'connectivity' is so low and as i wrote earlier most action will be back and forth via the middle. im saying that i do not want a map that large. it is unnecesary. Alsp It is 14 bases btw. And regarding the center - yeah it is fine that most fights happen in the center. this is it. and this mechancic is exactly what i doubt to work, because these paths are quite separated from the rest, rendering the map into a one-way battlefield. | ||
Semmo
Korea (South)627 Posts
Ypu cant just disregard the other path just because there is emphasis on the center. With the removal of the xelnaga should alleviate what you think as well. | ||
Gfire
United States1699 Posts
I'm interested to see how this map would play out. Edit: Why do burrowed ultras stop FFs, though? That's kinda weird. Shouldn't they only break them when they unburrow? It's a clever feature, anyway. FF-proof terrain is really something that could be quite useful to balance things, especially smaller chokes which can often be used for defenders advantage but favor sentry compositions too much. | ||
Targe
United Kingdom14103 Posts
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Greendotz
United Kingdom2053 Posts
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Gfire
United States1699 Posts
On January 04 2013 09:12 Greendotz wrote: The burrowed ultra idea is ingenious. However, forgive me for been a miserable cynic, but by the time those bases actually become contested odds are the Protoss will have the resources (obs/envision) to quickly dispatch the ultras and be free to FF business as usual? Seems a little gimmicky, but I still love the lateral thinking behind it. I think offensive FFS would be more important to stop, but it would be harder to kill the ultra offensively. Sentry drops, etc. could be deadly on a base like that without them, so it helps for that. | ||
EatThePath
United States3943 Posts
On January 04 2013 07:11 Gfire wrote: Uh... It's probably similar to Shakuras. The mid is a similar size and it seems like a similar distance out to the path on the outside. Kinda like Entombed as well. It's far from broken, and, in my opinion, as least somewhat interesting. I'm interested to see how this map would play out. Edit: Why do burrowed ultras stop FFs, though? That's kinda weird. Shouldn't they only break them when they unburrow? It's a clever feature, anyway. FF-proof terrain is really something that could be quite useful to balance things, especially smaller chokes which can often be used for defenders advantage but favor sentry compositions too much. Forcefields actually go underground in a sphere (I think). So the burrowed ultras still block them there. That begs the question, why does a unit but not inanimate dirt and rocks obstruct a forcefield? It must have to do with psi technology and living things interact where simple matter doesn't. /lore The "unforcefieldable" mechanic should definitely be used more. It's sort of a gimmick to use burrowed ultras and not just a data/trigger implementation, but it does have a clarity of purpose and implementation that will be relatively easy for an uninitiated player to understand, even though it doesn't make any sense that there are ultralisks burrowed. You might just as well use neutral colossus duplicates with the "nervous twitch" turned off so they're like statues or deactivated colossus. Although that makes them killable without detection. Etc etc. You can also make unforcefieldable ground by using the new bridges with the cliff level feature over level 0 terrain (holes) which you can't cast FF on (or creep over) but are normal terrain in all other respects. You could imitate the footprint type they use and make any other cosmetic touch to the same approach, e.g. alien lilypads over water. For the record I never thought of burrowed ultras and it's so sick idea. ![]() On January 03 2013 18:38 Samro225am wrote: it can be done without crazy paths. With some extra size it should not be a problem. the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base. Well, I don't mean that the paths have to be "crazy", I was just generalising the (basic) observation that in order to increase ground distance between vertical and horizontal spawns, you must create obstructions that typically lead to a diagonal path that simply must be either through the middle or along the edge. | ||
althaz
Australia1001 Posts
On January 02 2013 20:17 Semmo wrote: It's hard to comment on balance as I haven't been playing Hots very long (and I've just been messing around for the most part), but third base seems wicked-hard (not as much for Zerg) to defend because of the direction the ramp faces. Other than looks pretty interesting. | ||
FlyingBeer
United States262 Posts
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EatThePath
United States3943 Posts
On January 04 2013 17:04 FlyingBeer wrote: What's the distance from the natural's ramp to the third's ramp? Antiga Shipyard and Shakuras Plateau have similar features, but on both, the ramp is much closer. Is blinking possible from the third to the main? And in how many places? Tal'darim Altar and Whirlwind have the same issue of short air from third to main with a long ground distance but both make up for it by being large maps, and I don't think the ground vs. air difference is as large as it is here. Tal'darim and Whirlwind also features large ramps vs the small ones on this map. So you've got several features that favor 2 base air play more strongly than any maps in current competitive usage. I wish there was more feedback like this in the map forums. | ||
Semmo
Korea (South)627 Posts
On January 04 2013 17:04 FlyingBeer wrote: What's the distance from the natural's ramp to the third's ramp? Antiga Shipyard and Shakuras Plateau have similar features, but on both, the ramp is much closer. Is blinking possible from the third to the main? And in how many places? Tal'darim Altar and Whirlwind have the same issue of short air from third to main with a long ground distance but both make up for it by being large maps, and I don't think the ground vs. air difference is as large as it is here. Tal'darim and Whirlwind also features large ramps vs the small ones on this map. So you've got several features that favor 2 base air play more strongly than any maps in current competitive usage. 8~9 Seconds. You are right about the air. It is one of the first things I thought of when I made the map. I definitely think one must invest more in air defense on this map - I hope this favors more skilled players. You cannot blink from third, although this could change since I may enlarge the main. | ||
Semmo
Korea (South)627 Posts
![]() - Mains Enlarged - Aesthetic Changes. Also on the 12 o' clock and 6 o' clock ramps, rocks has been added to show that it's unforcefieldable. ![]() ![]() ![]() ![]() ![]() | ||
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