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Coriolis 1.0 148x148 Published on all servers
![[image loading]](http://i.imgur.com/qPdamGf.jpg)
Info/details: -This is a low economy map, no question about it. Expect to take and hold fewer bases than normal.
-Thirds are gold bases. They're a bit unreasonably far as with any 12 base 4p map, but Habitation Station has demonstrated that players are willing to extend a bit further than normal to secure a gold 3rd - this map expands on that idea.
-The presence of narrow chokes at key points along most paths to one's opponent encourages large armies to move through the center for the most open attack path.
-The double entrance to the nat can be completely walled with 4 3x3 buildings (2 for each side). This feature is actually designed to make 3 bases easier to hold by reducing the area that a 3 base defender must cover. With a normal nat choke, the defender would have to cover an additional entrance in front of the nat (leading to the 3rd in the opposite direction), but here this additional entrance is located at the nat itself.
Angled + Show Spoiler +
Analyzer + Show Spoiler +
Aesthetics + Show Spoiler +
Tileset + Show Spoiler +-Phaeton Dirt Light -Phaeton Rock Cracked -Bel'Shir Grass Light -Agria Grass Green -Tarsonis Rubble -Xil Sand -Valhalla Panels -Skygeirr Lab Inner Grid
-Korhal Wastes Organic Cliffs -Skygeirr Platform Manmade Cliffs
Changelog + Show Spoiler +Version 1.0 -Rotated main ramps 90 degrees for easier blink defense
Suggestions/feedback are always appreciated.
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On April 19 2014 09:38 Ferisii wrote:Appears you've forgotten to unlock player slots. Or it's a old map version on the EU server. Either way, map looks nice. But as youself also point out, the 3rd's are very unusuall. I imagine a lot of players gonna struggle with that. ^^ Fixed now, thanks.
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There is some imbalance of dist to third and eventually 4th, I think.
If you're at Bottom Left vs Top left, your third and fourth are way closer to you than the top left, and it's not even a "small" difference, it's a very large imbalance. Please fix this if you can.
Also I think by making the natural a metalopolis type entrance, I think you're disadvantaging the defender too much because it's a 12 base map, which means that bases are far away from each other which means you should give the defender the advantages that you can give.
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nice map
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Looks cool, nice concept!
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@Semmo: It does look that way, but surprisingly the opposite is actually true, as the analyzer demonstrates:
+ Show Spoiler +
And players won't always move units so sharply around that bend in the terrain toward the clockwise 3rds, so the distances even out a little more. Distances to the 4ths are identical since the 4ths are the extra nats, which are obviously equal in distance due to rotational symmetry. The only major spawn differences are in vulnerability to air harass, which admittedly is a valid concern.
@ATTx/eTcetRa/Isarios: Thanks!
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United States10013 Posts
i was about to say that there are a lack of bases but the golds make up for that nicely. i think this is a great design but the thirds are still awkwardly far away.
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NegativeZero: really? hmm... although straightpath > curved path for defender, if the distance is the same, I'm ok with it. Hopefully this is a start of more 12base 4p maps.
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On April 21 2014 13:07 FlaShFTW wrote: i was about to say that there are a lack of bases but the golds make up for that nicely. i think this is a great design but the thirds are still awkwardly far away.
How is 12 bases a lack of bases?
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On April 21 2014 22:42 Ragoo wrote:Show nested quote +On April 21 2014 13:07 FlaShFTW wrote: i was about to say that there are a lack of bases but the golds make up for that nicely. i think this is a great design but the thirds are still awkwardly far away. How is 12 bases a lack of bases?
Well I think the more important thing is even if you get to 3 bases barely, 4 bases are extremely tough to hold normally on 12 4p maps in SC2 because you have to be able to walk between all of them. So SC2 maps end up shitty with 16 bases. But hopefully 12 bases can work too
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Conventional wisdom would hold that Z would have a strong advantage in the midgame against P with a gold 3rd. Although I base that statement almost entirely on Antiga Shipyard WoL games and obviously things have evolved a bit since. In any case I really like the map and the concept is intriguing!
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This is a really cool design!
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this is a very good design. I like pretty much everything you did here. mains looks a bit small, but could be enlarged easily (maybe map bounds to 152).
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3base terran with an easy gold base? I thought we found out in WoL that that was not a good idea. How is this map different?
ps. On Habitation, the third as gold is exposed a LOT more on this map, so I don't see the analogy there.
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On May 03 2014 05:49 LoveTool wrote: 3base terran with an easy gold base? I thought we found out in WoL that that was not a good idea. How is this map different?
ps. On Habitation, the third as gold is exposed a LOT more on this map, so I don't see the analogy there.
If you're talking about WoL Terran with gold bases, then you're still thinking about pre patch MULEs. For a long time already, MULEs no longer gather more minerals from gold bases.
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Yeah, I know it was nerfed. I dont feel it matters much in this case. Creating very defensable high ground gold thirds on a low eco map. That has to be one of the best ways to unbalance a map.
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If those golds were normal bases, I'd give it two thumbs up. For now, I give one thumbs up. I just don't think this is a good application of gold bases.
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Rotated main ramps 90 degrees for easier blink defense; updated to version 1.0 in all regions. In the previous version the defender had a significantly further distance to travel to defend blinks into the main, now it shouldn't be a problem - thanks to And G for pointing this out in the MotM thread.
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