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the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell.
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I'm not sure about the name... "Rocky Waste" is so dull.
Low ground main seems silly since you could raise it up two levels, but whatever. Good to find out if it works, anyway.
Seems like the unpathable high ground bits could use some more doodads.
Layout is neat, though. I like the style.
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Low main does not work, there is no reason I can think of that would make it better to have a low ground other than being different.
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The only reason I think the lowground main might work in this situation is that the whole rest of the main can't be accessed by anything but air. Blink allins could still be really hard to defend but the natural is relatively safe so I'm not so sure it's a problem. Can't speak for pvp though, would probably cause for too many shenanigans.
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Idk if the lowground is good or not and that's sth you probably have to find out during testing and can change easily in some minutes.
However the general layout of the map is really cool imo. The way the thirds are quite close and straight forward to move to by ground, yet blocked by rocks. And even if you'd expect your enemy to take out the rocks and pressure you hard third to third, you can take another alternative corner base that's very far away instead. The last base has a very interesting neutrality going on, kinda between the nat of one player and the fourth of another, yet not a strong strategical position to take and also very close by air to the main. Overall the bases are all very unqiue, nothing is too turtly or too hard. Brilliant map layout imo.
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the only thing i want to comment about is the lack of reaper harass options ;d
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do i like it?shhhoooooooorre i do naw but 4 real great job with the map  I wonder if the low main will be a bit easy to siege? However it's something new and that's good.
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Definitely some interesting things here. Corner bases and how they are doodaded is very cute. Interesting choice to have each rock block in the middle be 2 separate rocks, instead of just 1. As some people have said, lowground main could ruin the map, but hopefully not, and if so it's an easy fix.
Securing 4ths + 5ths should be important here, since they are far away.
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Heres how I would grade this map out of 5. 1 point for perfect use of map space/boundary 1 point for low ground main 1 point for layout (bases flow well, alternate paths flow well) .5 points for textures (getting tired of seeing endless phaetheon, even tho theres a little temple mixed in here) .5 for the awesome temple corner bases (i feel like if i were to play this, id just ditch my main and go make new base up there where its so neat) Thats 4 out of 5, very good work on this one!
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Great stuff. Very unique layout. I just wish the aesthetics were as interesting as the layout
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dunno why but this maps appeals alot to me. Like it alot.
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is this published anywhere?
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On April 22 2013 06:33 WedRine wrote: the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell. mereel can correct me if wrong, but they seem meant to harken back to the BW badlands doodads, which is awesome, like this map. skeptical about lowground but it's probably the best take on it I've seen.
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On April 22 2013 11:23 EatThePath wrote:Show nested quote +On April 22 2013 06:33 WedRine wrote: the low main, i love it! the third, i love it! the middle, i love it! - but whats up with the reactor doodads? great aesthetics aswell. mereel can correct me if wrong, but they seem meant to harken back to the BW badlands doodads, which is awesome, like this map. skeptical about lowground but it's probably the best take on it I've seen. correct
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On April 22 2013 10:40 Quakecomm wrote: is this published anywhere? on EU ofc
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There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down.
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On April 22 2013 12:00 gobbledydook wrote: There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down. Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time?
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On April 22 2013 11:37 Terranlover wrote:on EU ofc NA Please? I really want to test it, and I get a lot of lag on EU.
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On April 22 2013 12:13 Gfire wrote:Show nested quote +On April 22 2013 12:00 gobbledydook wrote: There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down. Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time? I agree, the meta game will never evolve if we never put players in uncomfortable situations. That's why Blizzard is taking so long to patch HotS and I think it's a good thing.
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Aotearoa39261 Posts
On April 22 2013 12:13 Gfire wrote:Show nested quote +On April 22 2013 12:00 gobbledydook wrote: There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down. Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time? On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy
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On April 23 2013 05:06 Plexa wrote:Show nested quote +On April 22 2013 12:13 Gfire wrote:On April 22 2013 12:00 gobbledydook wrote: There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down. Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time? On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy Maybe unbuildable rocks at the top of the ramp for version 1.1? I feel like that would be an easy fix.
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On April 23 2013 05:44 Quakecomm wrote:Show nested quote +On April 23 2013 05:06 Plexa wrote:On April 22 2013 12:13 Gfire wrote:On April 22 2013 12:00 gobbledydook wrote: There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down. Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time? On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy Maybe unbuildable rocks at the top of the ramp for version 1.1? I feel like that would be an easy fix. Yeah, I think it would probably be good to do this.
But then, what about blocks on the bottom? Is that an issue? And you can't really do it on the bottom and the top since then the defender won't be able to wall off at all, either.
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On April 23 2013 05:46 Gfire wrote:Show nested quote +On April 23 2013 05:44 Quakecomm wrote:On April 23 2013 05:06 Plexa wrote:On April 22 2013 12:13 Gfire wrote:On April 22 2013 12:00 gobbledydook wrote: There is a glaring problem with lowground mains. You can't hold the ramp against cheese because the defenders won't be able to shoot up while the attackers can shoot down. Well, players will need to take that into account when picking builds and such. Might still end up being deemed broken, but can't we give it some time? On this map I can see proxy pylon+forge+pylon wall being an incredibly effective pvz strategy Maybe unbuildable rocks at the top of the ramp for version 1.1? I feel like that would be an easy fix. Yeah, I think it would probably be good to do this. But then, what about blocks on the bottom? Is that an issue? And you can't really do it on the bottom and the top since then the defender won't be able to wall off at all, either. Can you not wall off the bottom the same way you do the top? I'm zerg so I don't actually know  Edit: I realize that there's no point to walling off the bottom anyway, so maybe debris at the ramp top is a bad idea.
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You can 3 pylon wall at the top as well, this is still popssible with neutral platse and depots, the point is surface area is greater in that case.
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WAlling off the bottom is not usefull at all. IF u 6 pool, i would have to scan to kill ur lings. i would have no vission.
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The low ground main here is just dumb since it serves no purpose expect making stupid cheeses work and limiting solid openers.
Other than that I like it really well. I do think that those little ramps by the 3rd should be 2x instead of 1x because that just hurts the defender from dealing with harass of the third base by choking things up too much there.
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On April 23 2013 06:15 SC_THORLORD wrote: WAlling off the bottom is not usefull at all. IF u 6 pool, i would have to scan to kill ur lings. i would have no vission. They'll be in vision by the time they're close enough to attack anything, since they're melee units.
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On April 23 2013 06:43 Gfire wrote:Show nested quote +On April 23 2013 06:15 SC_THORLORD wrote: WAlling off the bottom is not usefull at all. IF u 6 pool, i would have to scan to kill ur lings. i would have no vission. They'll be in vision by the time they're close enough to attack anything, since they're melee units.
Agreed. I think plexa is onto something tho about the forge wall. I think the meta would be pretty tricky here for zerg b/c protoss can just threaten a wall and zerg has to early pool, meanwhile it could be a fake and protoss is nexus firsting or some such.
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i will add those rocks ontop of the ramp
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On April 23 2013 07:01 Terranlover wrote: i will add those rocks ontop of the ramp k and that NA upload?
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Oh man the Aiur temple pods look so fucking sweet. Adds that bit of BW "wasteland metal" flavor.
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I think with the main being so big, it doesnt matter if its low ground or not (in terms of sieging it).`
Really great map! I do think that the name could use a bit of work though =/
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On April 23 2013 07:03 Quakecomm wrote:Show nested quote +On April 23 2013 07:01 Terranlover wrote: i will add those rocks ontop of the ramp k and that NA upload? i dont know how to do that. can you just look if its up, i tried something, maybe it worked.
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On April 23 2013 07:44 Terranlover wrote:Show nested quote +On April 23 2013 07:03 Quakecomm wrote:On April 23 2013 07:01 Terranlover wrote: i will add those rocks ontop of the ramp k and that NA upload? i dont know how to do that. can you just look if its up, i tried something, maybe it worked. k ill try thanks
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On April 23 2013 08:31 Quakecomm wrote:Show nested quote +On April 23 2013 07:44 Terranlover wrote:On April 23 2013 07:03 Quakecomm wrote:On April 23 2013 07:01 Terranlover wrote: i will add those rocks ontop of the ramp k and that NA upload? i dont know how to do that. can you just look if its up, i tried something, maybe it worked. k ill try thanks  It's not there, but here's a guide I found on how to change your editor's region. http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/6780-info-changing-your-editors-region-server/ Also, you may not want to do this, but you could put the map file up for download and I'd happily upload to NA for you, giving all credit to you of course.
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I just assumed this had unbuildable plates. Of course it needs those just like any map (at the top in this case).
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On April 23 2013 08:36 Quakecomm wrote:Show nested quote +On April 23 2013 08:31 Quakecomm wrote:On April 23 2013 07:44 Terranlover wrote:On April 23 2013 07:03 Quakecomm wrote:On April 23 2013 07:01 Terranlover wrote: i will add those rocks ontop of the ramp k and that NA upload? i dont know how to do that. can you just look if its up, i tried something, maybe it worked. k ill try thanks  It's not there, but here's a guide I found on how to change your editor's region. http://www.sc2mapster.com/forums/development/editor-bugs-and-feedback/6780-info-changing-your-editors-region-server/Also, you may not want to do this, but you could put the map file up for download and I'd happily upload to NA for you, giving all credit to you of course. Lol, why do that when Blizzard added official support for region changing? Just select the region in Preferences.
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Wow! This map seems awesome! Loving the lowground main. I usually look at maps when I'm at work, and then forget about the maps once I'm home. Hopefully I'll remember this time around
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