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I never update my maps because making the original layout is the most fun for me so I decided to force myself to do so before starting a new one. I fixed the easily blinkable main and made the third much easier to defend. I thought two ramps was a bit too much though so I basically stole the fifth from Synapse. I also overhauled the fourth/fifths on the sides and added two watch towers.
AM
136x128 10 8m2g, 2 6m2g
Overview: ![[image loading]](http://i.imgur.com/tYccbHM.jpg)
Closeups:+ Show Spoiler +
Version 1 + Show Spoiler +I wanted to try and make an aggressive map by placing the more open areas towards the center of the map as well as having center gold bases that are decently easy to hold. 136x128 10 8m2g, 2 6m2hg Overview ![[image loading]](http://i.imgur.com/kf2b2l9.jpg) Closeups: + Show Spoiler +
Thanks for any more feedback.
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Hmm... u say u want to make it an aggressive map but then u say the gold bases are (decently) easy to hold. Tbh i don't see why this map is supposed to be played aggressively. Can u make ur thoughts a bit more clearly?
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looks neat, although all the possible thirds seem pretty tough
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On August 31 2013 08:21 Phaenoman wrote: Hmm... u say u want to make it an aggressive map but then u say the gold bases are (decently) easy to hold. Tbh i don't see why this map is supposed to be played aggressively. Can u make ur thoughts a bit more clearly?
Accelerates the game. Take macro zvt for instance, you get 3 bases, some drones, then you start defending the pressure for the rest of the game. Problem being that it took 12 minutes for something to happen. Having defensible gold bases might make that 10 minutes instead?
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Unfortunately, the excessive difficulty of the third base options moves this from an aggressive-style map straight into an early game all-in map (I think when you said the gold bases are decently easy to hold, you meant decently easy to deny off a 2-base timing). I suggest looking at maps like Bel'Shir Vestige and Neo Planet S to get an idea of how to balance the third base to allow for aggression with the possibility to play out a full game behind that aggression.
That aside, I quite like the general proportions and design concept of the map. I think if you fix your thirds (I'd suggest playing around with the 1/7 o'clock bases) you have a pretty darn good map on your hands.
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I meant aggressive as in to defend the possible thirds it pushes you more towards the middle of the map but unfortunately I do agree w/ caustic and think I did it a bit too much. I'll def look into the 1/7 bases maybe ill just remove a ramp or two or completely re adjust them
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On August 31 2013 11:35 Aircooled wrote: I meant aggressive as in to defend the possible thirds it pushes you more towards the middle of the map but unfortunately I do agree w/ caustic and think I did it a bit too much. I'll def look into the 1/7 bases maybe ill just remove a ramp or two or completely re adjust them I don't think you need a complete redesign. They are not really that bad at all in like pvz for instance, where they are no worse than planet S. (Which was a tough 3rd but not impossible, and there is less intervening openness here.) The killer is that you can hit the mineral line from the high ground. If you flip the base around and bring the ramp 1 unit closer it'll be fine imo.
As for the map overall, this is really cool! I will have to think hard about any deeper problems but from a quick glance it seems nice.
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sweet thanks, i was also thinking about that option early on, but was really unnecessarily trying to make the "highground" third work.
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On August 31 2013 13:48 EatThePath wrote:Show nested quote +On August 31 2013 11:35 Aircooled wrote: I meant aggressive as in to defend the possible thirds it pushes you more towards the middle of the map but unfortunately I do agree w/ caustic and think I did it a bit too much. I'll def look into the 1/7 bases maybe ill just remove a ramp or two or completely re adjust them I don't think you need a complete redesign. They are not really that bad at all in like pvz for instance, where they are no worse than planet S. (Which was a tough 3rd but not impossible, and there is less intervening openness here.) The killer is that you can hit the mineral line from the high ground. If you flip the base around and bring the ramp 1 unit closer it'll be fine imo. As for the map overall, this is really cool! I will have to think hard about any deeper problems but from a quick glance it seems nice. Yeah pretty much; that's probably the biggest reason I recommended looking at the 1/7 bases. Such a simple tweak to make them not absurd, which then allows the rest of the map to remain mostly as-is. The only other thing that would make me worried as a Terran is the amount of cliff area at the main for blink stalker all-ins.
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It looks nice. Two things: - not sure if the gold is attackable enough. I imagine it being VERY hard to kill that base once it is established, at least as Zerg. - The main & natural seem kind of small, maybe a little more room in the main would be good.
6m2hg Not sure if it is just a typo, but the usual gold base setup is 6hm2g, so no high yield gas, just 2 normal ones.
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Map/OP Update:
![[image loading]](http://i.imgur.com/tEDJXvi.jpg)
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Unfortunately, the third still looks impossible. I also dont see a point in making a little cliff above the base unless you want to make tvz drops impossible to defend
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