Concept Map - Uploaded to EU
V 1.3
Special thanks to SigmaFiE and ScorpSCII for their amazing concept + layout work !
Map Details
Name Fallen Dreams
Version 1.3 (14/1/2014)
Bounds 132x164
Bases 10 Normal Yield + 2 6m
Aesthetics
Forum Index > SC2 Maps & Custom Games |
IeZaeL
Italy991 Posts
Concept Map - Uploaded to EU V 1.3 Special thanks to SigmaFiE and ScorpSCII for their amazing concept + layout work ! Map Details Name Fallen Dreams Version 1.3 (14/1/2014) Bounds 132x164 Bases 10 Normal Yield + 2 6m Aesthetics | ||
Bluejava
Sweden135 Posts
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Existor
Russian Federation4295 Posts
Idea with deadly bridges really adds something new. Is there visual timer on them? Like on the Raynor's bomb from campaign | ||
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DARKING
Mexico674 Posts
People should really pay more attention to maps with interesting features. Having the lava map on the Red Bull Battlegrounds was a good start. This, for having the low mains and the bridges, is a map I think deserves notoriety. Zero idea if the map is actually balanced, but the idea is gold. | ||
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Plexa
Aotearoa39261 Posts
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InfCereal
Canada1759 Posts
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Semmo
Korea (South)627 Posts
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iHirO
United Kingdom1381 Posts
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uh-oh
Hong Kong135 Posts
But I love bridges, they give rise to more asymmetrical fights where a smaller force can hold off a larger force advancing on a bridge. They literally force a deathball to split up, lest risk being caught in a bad spot. | ||
Syphon8
Canada298 Posts
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skdeimos
Canada155 Posts
On December 29 2013 23:19 uh-oh wrote: Every time I see a wide main entrance I immediately think about 4 gates in PvP. But I love bridges, they give rise to more asymmetrical fights where a smaller force can hold off a larger force advancing on a bridge. They literally force a deathball to split up, lest risk being caught in a bad spot. 4gates are rarely held at the ramp these days thanks to the advent of the MSC. I agree about bridges though. | ||
Bswhunter
Australia954 Posts
Maybe you could just make it push units to whichever side of the bridge they are closest to? Make it like a 30 second forcefield comes up every minute or so. This would still make bridges really important, but it would avoid that one instance where a player is moving 50 supply worth of units over a bridge just to see them explode. (Also if you could put some sort of effect leading up to the bridge changing, like a series of lights going on/off, that would be great) | ||
IeZaeL
Italy991 Posts
![]() The map should be compatible with any version of gameheart. Go test it on EU ! ![]() P.S Png is such a low quality stuff to work with ![]() | ||
IeZaeL
Italy991 Posts
- Changed bridges timer to 30 seconds to 5 minutes. - Added visual indicator before a bridge effectively retracts. For clarity , map-pings , warning sounds and a timer. - Added some big led lightings flashing before a bridge retracts. Hope this will help a lot of the problems ive found during test games. | ||
Samro225am
Germany982 Posts
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skdeimos
Canada155 Posts
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MarcusRife
343 Posts
There is no reason to use the map if the timer is set at 5 minutes. Also skdeimos is right the natural choke and main choke distance is problematic for the defender. Lefix had the same problem on his remake of Electric Circuit. I beg you to change it back to 30 seconds. | ||
monitor
United States2404 Posts
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SigmaFiE
United States333 Posts
You should change the bridge timers down to more acceptable times. Here's why. The reason 30 seconds was initially chosen had 3 points particular to it: 1) It forces players to have increased army position awareness and to time their attacks/retreats, making constant re-positioning very important. 2) The kill mechanic incorporated into the bridges increases the risk of using the bridges (as well as making them easily understood by players as not something to just sit on). 3) 30 seconds per bridge pair is easy to understand if not paying attention to the timers When Scorp and I originally began this, we had not implemented the visual timer feedback, as you know--you did. By incorporating the visual timer feedback, you are correct in solving point 3. Meaning other time frmaes can be opened up to be used. Here is why you should not increase it too much though: the 30 seconds timer has 5 seconds animation transition between the extend/retract positions (effectively eliminating 5 seconds availability of the bridge to 25 seconds). By having the bridges act in pairs as we designed it along with short availability time frames you encourage players to attack aggressively and constantly position. It increases the tension of the game as your force that has made it across the bridge now has to secure a different retreat path than the one just taken. I suggest at most you increase the timer to 45 seconds and leave them acting in pairs, resulting in an effective 40 seconds availability per bridge pair with the offset still in place to encourage movement on both sides of the bridges (as well as some predictability which lessens the pain of a bridge kill mechanic through unpredictability). As for the natural/main entrance issue-that is already solved as the defender can place units at both the top of the natural area and the bottom of the main area to defend. Units can walk along those little areas where terrain square holes are missing including some of the larger units like stalkers/marauders/etc. . . It is just a matter of players figuring out how to use it properly. | ||
IeZaeL
Italy991 Posts
![]() Changed it to 45 seconds , the reason i changed it was mainly for a clarity issue. Having every 30 seconds visual/sound advisor like these was a pain in the ass. | ||
SigmaFiE
United States333 Posts
On January 10 2014 00:11 IeZaeL wrote: Ok , im sorry. I did a mistake ![]() Changed it to 45 seconds , the reason i changed it was mainly for a clarity issue. Having every 30 seconds visual/sound advisor like these was a pain in the ass. No need to apologize. From that perspective it makes sense as that would be annoying. As the bridge operations are cyclical -- you might just ping them the first time they run during the opening ~minute of the game and then the ping trigger does not loop. This co-ordinates with the function of visual timers on the bridges themselves and serves the function of informing the player during the low-stress opening minute(s) and simultaenously frees up the minimap from clutter to give players the more necessary information in the later stages of the game. | ||
MarcusRife
343 Posts
On January 09 2014 16:19 monitor wrote: Why no gas in the corners? Seems like it might be useful for Zerg. But then again I haven't been watching the game at all for months. Completely agree. I noticed that as well but failed to mention it. Those bases are of no use to Zerg. They need gas at that stage in the game not minerals. | ||
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