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Publish as Ion Tt on NA EU KR SEA By Timetwister22 v1.0
Playable: 120x152
Concept + Show Spoiler +I wanted this map to allow for macro and late game play, while giving plenty of opportunity to harass.
The interesting take on the natural is the most notable feature of the map. While the base and mineral line is on the high ground, the player must defend the low ground to be able to mine. The choke on the low ground is as wide as an average natural choke, yet the backdoor is quite wide. If the low ground is lost, the player will most likely lose mining ability at the natural, but not the base.
The other bases were designed with aggression in mind as well, so harassment can continue into the late game.
This map has no Xel'Naga watchtowers.
Tileset + Show Spoiler + Ulaan Dirt Ulaan Grunge Shakuras Sand Dark Avernus Small Tiles Ulaan Dirt Cracked Korhal Platform Tiles
Zhakul'Das Organic Cliffs Korhal Platform Manmade Cliff
Zhakul'Das Lighting - slightly altered in increase brightness.
Aesthetic Shots + Show Spoiler +
Change Log + Show Spoiler + V0.x Minor aesthetic bug updates. V1.0 -Fixed many bugs where units were able to blink or be dropped in unintended areas. -Fixed areas where units would get stuck via blink/cliff walking -Made the map look slightly nicer on low settings V1.1 - + Show Spoiler +-Changed large diagonal rocks to collapse rocks. This will have that third path initially open, so Zerg can more easily take a quick third. Yet, the path can still be closed to secure the low ground or cut of forces from third.
As always, feedback is more than welcome
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Canada13379 Posts
NVM about uploads, the res is too high for me to use staff uploads for it.
- Other than that cool looking map.
I wonder if the low to high ground nat thing would be problematic for cannon rushes similar to what happened on Akilon later in its life PvZ. But then again the ramp is closer to the low ground on this map so it might not be as hard to hold as it was on akilon, which eventually became easier. Though akilon was worse because it also denied a potential third base location.
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Hm, this one actually looks interesting. I’d get rid of some of the bases in the centre and make it a bit wider (with some rock, of course). Other than that There might be a lot of in base proxing and such but every non-traditional map brings out some cheese…
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I don't think canon rushing is possible because the mineral line seems to be pretty far from the natural ramp. The third base might be a bit too far though and makes it a bit too easy for Protoss and Terran to deny against a Zerg it seems. I think adding destructible rocks at the 3rd natural by the edge of the map would make it better?
This map reminds me of that other ladder map which had an in base natural and was terrible to play on..
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Nice idea- I'm interested to see some games on it. The obvious play is to FE but there are so many spots for proxies because of the size of the main, so that'll help to counterbalance macro play. I especially like the 4th bases towards the center of the map- this was pretty common in SC:BW but completely fell out in SC2 and I have no idea why. It makes securing that extra base pretty advantageous and gives you basically a staging point while still protecting your income.
At this point, though, I'm excited to see basically anything that isn't an Akilon Wastes clone or a 4-player map with a ring of bases around the outside.
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The. Aesthetics. Holy.
This is a beautiful map.
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This map isnt very good, i'm affraid.
There is a big issue with the second base, in TvT, or TvZ, terran can push with tank and take a position behind the second base to deny mining. I think it would be too much efficient.
My other concern is about the third base, its soooo far away. There is no reason for that and too me its like sending a message to protoss player to just allin in PvZ and PvT and honnestly, who in this world want more protoss allin ?
I think you can fix those issues by changing the position of the second base inside the B1 and make a larger space (not a corridor i mean) between B2/B3 while put some rock on the second way to the third base (the path in the corner of the map), this way, protoss wouldnt be allowed to push the third base and block a simple path with 3 or 4 FF.
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On February 11 2014 18:24 Hellblitz wrote: This map isnt very good, i'm affraid.
There is a big issue with the second base, in TvT, or TvZ, terran can push with tank and take a position behind the second base to deny mining. I think it would be too much efficient.
My other concern is about the third base, its soooo far away. There is no reason for that and too me its like sending a message to protoss player to just allin in PvZ and PvT and honnestly, who in this world want more protoss allin ?
I think you can fix those issues by changing the position of the second base inside the B1 and make a larger space (not a corridor i mean) between B2/B3 while put some rock on the second way to the third base (the path in the corner of the map), this way, protoss wouldnt be allowed to push the third base and block a simple path with 3 or 4 FF. If you consider that by the time you're on 2 bases and about to take a 3rd your army should be positioned in the area in front of your 2 initial bases, not at the top of your main ramp, then the 3rd really isn't that far away.
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From a Zerg perspective i think that it would be pretty hard to take a third, either you'd need quite some creep spread to get the left one or you need units to destroy the rocks to the third. I'm not sure if it's maybe too hard to take it. What i really like is the rocks to the main, which makes it much harder to ff the ramp for protoss and i guess.. that would achieve getting rid of a lot of the annoying warpgate-sentry harass.
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On February 11 2014 18:52 Rasias wrote: From a Zerg perspective i think that it would be pretty hard to take a third, either you'd need quite some creep spread to get the left one or you need units to destroy the rocks to the third. I'm not sure if it's maybe too hard to take it. What i really like is the rocks to the main, which makes it much harder to ff the ramp for protoss and i guess.. that would achieve getting rid of a lot of the annoying warpgate-sentry harass. Hm, I’m not sure why we don’t see them anymore but how about the rocks which block the minerals but not the base placement? That should make things a bit more even.
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This most beautiful map I've ever seen.
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Russian Federation4295 Posts
Epic design. But I think, textures will be simplified a bit, like on yeonsu.
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My eyes hurt.
don't get me wrong though. Beautiful, cool, amazing attention to detail. I just find it hard to follow.
I like the idea behind the natural too. Nice work!
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I like the natural a lot because you set up a situation where players need to move down their main ramp to defend it. Then you have a fairly normal sized choke to defend plus a backdoor with rocks. The backdoor here doesn't create the problems that many other backdoors have created on maps. I would also be a bit concerned about zerg taking a fast 3rd but I don't think creep spread is an issue given that it looks like the natural hatchery will spread some creep down the ramp to the low ground on its own. You can just put a tumor down in the main and swing it around towards the closer third. The rocks are the real obstacle to defending it.
I would advocate reducing the resource density in the middle of the map by moving the 3oclock base closer to a 2oclock postion (and the 9oclock closer to 8oclock). Nice aesthetics work for sure.
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On February 11 2014 23:58 TheFish7 wrote: I like the natural a lot because you set up a situation where players need to move down their main ramp to defend it. Then you have a fairly normal sized choke to defend plus a backdoor with rocks. The backdoor here doesn't create the problems that many other backdoors have created on maps. I would also be a bit concerned about zerg taking a fast 3rd but I don't think creep spread is an issue given that it looks like the natural hatchery will spread some creep down the ramp to the low ground on its own. You can just put a tumor down in the main and swing it around towards the closer third. The rocks are the real obstacle to defending it.
I would advocate reducing the resource density in the middle of the map by moving the 3oclock base closer to a 2oclock postion (and the 9oclock closer to 8oclock). Nice aesthetics work for sure.
Thank you. Your point about resource density was entirely intentional on my part. I didn't want an easy split map scenario. Instead I wanted that tense harass aggression to be able to continue into the late game. By forcing players to spread out and push them toward one another, aggression should follow.
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On February 11 2014 23:58 TheFish7 wrote: I don't think creep spread is an issue given that it looks like the natural hatchery will spread some creep down the ramp to the low ground on its own. You can just put a tumor down in the main and swing it around towards the closer third. The rocks are the real obstacle to defending it.
I just tested it, the creep reaches to the edges of the natural cliff and barely to the ramp. I think you'd have to either destroy the rocks and get the closer third, or you take the further one (4 creep tumors to connect). It seems, like a later 3rd is kind of necessary for zerg on this map.
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On February 12 2014 00:39 Rasias wrote:Show nested quote +On February 11 2014 23:58 TheFish7 wrote: I don't think creep spread is an issue given that it looks like the natural hatchery will spread some creep down the ramp to the low ground on its own. You can just put a tumor down in the main and swing it around towards the closer third. The rocks are the real obstacle to defending it.
I just tested it, the creep reaches to the edges of the natural cliff and barely to the ramp. I think you'd have to either destroy the rocks and get the closer third, or you take the further one (4 creep tumors to connect). It seems, like a later 3rd is kind of necessary for zerg on this map. That forces Zerg to be more aggressive then. Good way for diversified matches?
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On February 12 2014 01:52 geokilla wrote:Show nested quote +On February 12 2014 00:39 Rasias wrote:On February 11 2014 23:58 TheFish7 wrote: I don't think creep spread is an issue given that it looks like the natural hatchery will spread some creep down the ramp to the low ground on its own. You can just put a tumor down in the main and swing it around towards the closer third. The rocks are the real obstacle to defending it.
I just tested it, the creep reaches to the edges of the natural cliff and barely to the ramp. I think you'd have to either destroy the rocks and get the closer third, or you take the further one (4 creep tumors to connect). It seems, like a later 3rd is kind of necessary for zerg on this map. That forces Zerg to be more aggressive then. Good way for diversified matches? Don't get me wrong, I don't think it's bad that way, but i think it should be considered
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On February 12 2014 01:52 geokilla wrote:Show nested quote +On February 12 2014 00:39 Rasias wrote:On February 11 2014 23:58 TheFish7 wrote: I don't think creep spread is an issue given that it looks like the natural hatchery will spread some creep down the ramp to the low ground on its own. You can just put a tumor down in the main and swing it around towards the closer third. The rocks are the real obstacle to defending it.
I just tested it, the creep reaches to the edges of the natural cliff and barely to the ramp. I think you'd have to either destroy the rocks and get the closer third, or you take the further one (4 creep tumors to connect). It seems, like a later 3rd is kind of necessary for zerg on this map. That forces Zerg to be more aggressive then. Good way for diversified matches?
Aggression you say? Almost seems intentional with the map concept ^^
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omg Time twister this map is freaking gorgeous! My only plea is that if the third proves to be too hard fix it! even if it breaks the map's concept a bit, don't let this map become a new Phantasm.
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