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Countdown 2.1 148x148 Published on all servers By IeZaeL
![[image loading]](http://i.imgur.com/OKfPDJx.png)
Tileset+ Show Spoiler +Castanar Tiles Castanar Small Tiles Moros Small tiles Phaeton Dunes Avernus Rock Phaeton Sand Light Phaeton Sand Dark
Castanar Organic Cliffs Skygeirr Platform Manmade Cliffs 01
Avernus lighting slightly modified
Changelog
+ Show Spoiler [Version 1.0] +Main slightly enlarged; Highground third slightly enlarged , allowing blink into main; Narrowed second entrance of the natural , and added a 6x6 rock. The choke can be blocked by a single zealot+gateway; Lowground thirds ramps enlarged ( 2-->3 , 1-->2 ); Enlarged the lowground third choke; New Skybox; Slightly doodads changes; Pathing Fixed;
+ Show Spoiler [Version 2.0] +Notable changes; Cooling tower has been removed , a 6x6 rock replaced it. Removed other side rock. FFE can be done with 3gates+unit Highground third has been moved a little bit near the main. Deal with it blink whiners. Enlarged main a little bit Put 2 Xelnaga towers in the map Central bases are now gold 7+2geysers. Lighting slightly changed Lot of doodads added
+ Show Spoiler [Version 2.1] +- Moved natural a tile farther the main - Moved gold neared the natural - Moved lowground third a tile nearer the natural - Added a cooling tower near lowground third - Moved central rocks to the other side bridges - Removed xel'nagas towers - Added a tile on highground third - You can no longer attack lowground third with units on the other side , only siege tanks can now.
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I do not understand how you defend the natural. Does it have two entrances? By the way i think it's a very good map with ramps, chokes, and decorations
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Russian Federation4295 Posts
I love that night desert and those doodads/decorations near cliffs.
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Broken map for protoss. Every protoss will veto this map
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your Country52797 Posts
On August 01 2014 13:38 ArcaneHer0 wrote: Broken map for protoss. Every protoss will veto this map There a reason besides the natural (which is obviously in need of further testing at least)?
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People are to quick to disprove maps like this i think
It does sound possible to balance an open natural with a easy third. Whether it works or not will depend on protoss' ability to gain foundation for the mid game on 1 base. As a protoss player i find this exciting.
3 gate pressure double expand?
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- Ok-Good map for Terran imo, drops + Attack @natural/3rd are the way to go for terran imo - Bad map for Zerg: Distance of 3rd and Natural is to big and the ramps are very small, so Zerg cant engage propperly vs propper FF, or well placed mines. - tbqh I think its not even that bad for protoss. Obviously a 3base Protoss has to defend good vs. Drops/Mutalisks but The distances of the bases are somewhat equal to "Overgrowth" so I honestly think it's not that bad for Protoss. 1 Issue for Protoss is perhaps the Natural layout in ZvP, but maybe ther will be some creative ways to wall of.
- Overall I think the map is not bad and I really like the "terran" design, but I am not a fan of the "sand" design, I would like to see the sand replaced with some "protoss-cave"/"Belshire-green" stuff . I would like to have more of the bigger ramps tho.
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two things: of course the natural might cause a problem for Protoss. Not only because it has the rocks that need to be broken down for backdoor defense, but also because then the natural wall at the other side is additionally out of PO range.
With how close the third and main are by air and how both only have single forcefield ramps, I think it could be extraordinarily strong for sentry/prisms - though that might be less of a balance and more of a "this makes for shit games"-thing.
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your Country52797 Posts
On August 01 2014 22:45 SatedSC2 wrote:Show nested quote +On August 01 2014 14:16 The_Templar wrote:On August 01 2014 13:38 ArcaneHer0 wrote: Broken map for protoss. Every protoss will veto this map There a reason besides the natural (which is obviously in need of further testing at least)? I think anyone can see that a natural like that is unworkable in PvZ. It doesn't need further testing. Needs further testing because a gateway expand might still work. Obviously a nexus first or FFE is pretty auto-lose.
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Lately i've been looking for some options on how to fix both the natural and the lowground third. I've got 2 options as of now. Discuss.
Option 1 + Show Spoiler +
Option 2 + Show Spoiler +
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Verry verry nice, love the bridges
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On August 03 2014 04:22 sTYleZerG-eX wrote: Verry verry nice, love the bridges I remember you asked on how to make the bridges. You just need to add the "char2 1" cliff type in your map via data editor. It is super simply and very effective
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On August 03 2014 05:09 IeZaeL wrote:Show nested quote +On August 03 2014 04:22 sTYleZerG-eX wrote: Verry verry nice, love the bridges I remember you asked on how to make the bridges. You just need to add the "char2 1" cliff type in your map via data editor. It is super simply and very effective  That or one of the Skygeirr Platform cliffs (forgot which one), which is almost identical. The only problem (with both of these) is that the bridge-type cliff only exists at the lowest terrain level.
As for the map: Of your two options I prefer the first one since the third isn't too close. However I think the original layout was best; the highground between those two third base options was interesting. Just make the counterclockwise nat entrance narrower instead of turning it into a ramp - after all a flat choke is easier to wall than a ramp - and widen the 1 width ramp to the 3rd to 2.
Overall I really like this map, somehow it looks very BW-ish.
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On August 03 2014 05:57 SatedSC2 wrote:Show nested quote +On August 02 2014 14:49 The_Templar wrote:On August 01 2014 22:45 SatedSC2 wrote:On August 01 2014 14:16 The_Templar wrote:On August 01 2014 13:38 ArcaneHer0 wrote: Broken map for protoss. Every protoss will veto this map There a reason besides the natural (which is obviously in need of further testing at least)? I think anyone can see that a natural like that is unworkable in PvZ. It doesn't need further testing. Needs further testing because a gateway expand might still work. Obviously a nexus first or FFE is pretty auto-lose. 1GFE relies just as much on having a wall vs. Speedling all-ins as a FFE does. Protoss would have to open 2 or 3 Gate Sentry expand on a map like this =/ Yeah, but maybe zealot+MsC+stalker are able to take down the rocks quickly, which would turn it into a standard expansion with backdoor. Especially, aince the ways from the back to the front are so long, it could even have a "coinflip balance", so that Z has to decide where to attack and if he wall is up there it fails.
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If you just made the collapsible rocks regular rocks, that would at least make it possible to get a wall-in up.
A bit of a crazy and ineloquent idea, but what if you did something like this - it would allow for some sim city... + Show Spoiler +
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Update time. Current changelog :
- Main slightly enlarged; - Highground third slightly enlarged , allowing blink into main; - Narrowed second entrance of the natural , and added a 6x6 rock. The choke can be blocked by a single zealot+gateway; - Lowground thirds ramps enlarged ( 2-->3 , 1-->2 ); - Enlarged the lowground third choke; - New Skybox; - Slightly doodads changes; - Pathing Fixed;
New overview
![[image loading]](http://i.imgur.com/f1x6BuW.png)
Edit : uploaded on NA & EU.
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