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Active: 7301 users

[M] (2) Pantheon Nova

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-07-05 00:34:44
July 01 2014 20:54 GMT
#1
(2) PANTHEON NOVA v0.2
Published on BNet as "Pantheon Nova"


[image loading]
Who will save you now?

+ Show Spoiler [older versions] +
1.0
[image loading]

+ Show Spoiler [vanity shots] +
[image loading]
[image loading]
[image loading]


STATS
dimensions: 160x104
main2main (with rocks): 67s
nat2nat: (with rocks) (standard nat, not inbase): 58s
main2main (without rocks): 46s
bases: 8m2g x8, 4m1g x2, 6m1hyg x4

DESCRIPTION
Some history: I made (2) Pantheon which was based on an even earlier (one of my first) map.. After some feedback from barrin I remade the map but never posted it. I've only recently cleaned up that map and updated the aesthetics to what you see today.

The main feature of this map is obviously the rock-blocked back door into the main. The rush distance becomes much smaller after the rocks are down. Players also get a free 4m1g base in the main.

Currently I thinking of making some parts of the map more open, in particular the area right in front of the main backdoor.

Feedback welcome.
This is it... the alpaca lips.
lefix
Profile Joined February 2011
Germany1082 Posts
July 02 2014 07:20 GMT
#2
I love it. And it looks gorgeos closeup! Good job
Map of the Month | The Planetary Workshop | SC2Melee.net
Big J
Profile Joined March 2011
Austria16289 Posts
July 02 2014 14:09 GMT
#3
Looks sick.

Can you give me some theorycraft on how the 4m1g indoor base could play out. I have my own thoughts, but want to hold them back until I have heard what you intend with it.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
July 02 2014 14:53 GMT
#4
Awesome map, dude!
~ ~ <°)))><~ ~ ~
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 03 2014 05:14 GMT
#5
Not gonna lie, I actually like the design and flow of the original Pantheon more.
Twitter: @iamcaustic
Timetwister22
Profile Joined March 2011
United States538 Posts
July 03 2014 07:12 GMT
#6
This is actually a really, really nice use of a half base. However, don't forget to put that green omni light on the hyg!

As for the map itself, I would like to see that lowground center base as a high ground base, and then switched mineral lines with the corner base. This way, that base acts kind of like the original Daybreak. It would give you more control over the map center and help defend your backdoor, however it gives you less income. The corner base would give more income, but spreads the player out more and leaves the backdoor more exposed. Would allow for interesting choices to be made.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-07-04 01:50:35
July 04 2014 01:49 GMT
#7
I think I agree with every single above poster. XD

Also, wow it has been a while, deja vu about that replay on the old one.

And more space in front of the rock backdoor would be welcome, I'd say very important even.
Comprehensive strategic intention: DNE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
July 05 2014 00:32 GMT
#8
Ok, thanks for the feedback, guys.

Here's the next version, currently published: + Show Spoiler [new map overview] +
[image loading]


I've increased the area in front of the backdoor. I've also taken Timetwister's advice and swapped the forward and corner base's mineral lines (though I probably won't raise it to higher ground, I don't see it being much different either way)

@lefix & TheFish7: thanks!

@Big J: I'd love to hear your thoughts on how this map will play out. tbh, my own theorycraft is ... kinda embarrassingly shallow. Basically the main motivation for the inbase is as a kind of "compensation" for the fact that there is a vulnerable backdoor.

@Timetwister: Actually I tried green lights, but they were nearly invisible against the red low level terrain. The high yield geysers are currently marked with red landing light doodads. I guess they are still hard to see, but none of the other colors were much more visible.

@ETP: I know, right? three years ago. The map file still had the remnants of the triggers used to create the permanent visibility zone that you suggested.
This is it... the alpaca lips.
Big J
Profile Joined March 2011
Austria16289 Posts
July 05 2014 23:32 GMT
#9
So what I think about the indoor expansion is that Terrans are going to always indoor expand against Protoss, due to possible blink play with the backdoor.
Like, I think there is hardly any reason to not build your CC there, and then fly it to the other base if you have confirmed no aggression is coming, and if so, you can try to stay on that base. Which then again can be abused by non-commital aggressive builds that take their expansion, put on some pressure and fake an allin to get ahead through taking the normal natural.
Also I think it's a pretty great map for all forms of 3CC builds against Zerg, since you can get your 3rd CC early and use it to mine.
I think what a Terran could do (with bio) in TvZ is to take the indoor base as third, fully wall his natural, open his backdoor for the rally and from there either take the bottom base or the half base in the middle as 4th while rallying towards the Zerg.backdoor/3rd area.

For a Zerg, I think this could be quite a hard map, since the indoorbase isn't all that great early on for you, since you'd rather fully saturate a 3rd base. But all the fullbase options are quite far away. Later on you can use your macro hatcheries to grab the indoor base. I think for TvZ this could be interesting. What I fear most though is that a Protoss can do a full wall expand to his natural, play a plain 2base allin of his choice (in particular Sentry/Immortal) and then break down his backdoor to move out with a short rush distance to the other backdoor and all areas from there are just very forcefieldable. Meanwhile the Zerg is either more spread than normally, or operating off of less economy because he took the indoor third.

For a Protoss, I think the map is decent for some allins against Terran, very good for some allins vs Zerg, but in terms of macro play very, very hard. Are you really going to go inbase nexus third? A Terran profits from the indoor base in some way because it allows him earlier mining with his 3rd CC. A Zerg is not that dependend on an easily accessible third and extra expansions are the cheapest for them. But for the Protoss, the Nexus investment is still high, but the return is just lower, yet, he can't take any other fullbase or two bases instead of one like a Zerg might be able to.

I think the map has some great potential for cool games in mirror matchups and TvZ, but I fear the Protoss matchups might not be balanced.
(everything is obviously theorycraft)
Rikudou
Profile Joined April 2014
Germany151 Posts
Last Edited: 2014-07-06 16:29:08
July 06 2014 16:28 GMT
#10
why no "normal" mineral line for the inbase expansion? And can you wall off you 3rd/natural base or is it too wide open? other than that really good map! (at least form a zerg's view)
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