Moonlight Madness is a 1v1 map with lots of backdoors, high yield expansions & plenty of elevation changes. Army positioning and keeping map control/vision will be key in taking victory on this map.
Place an overlord up on this small piece of highground to make sure you spot any early pushes coming your way!
Feel like being like Maru or Marineking? Gangnam Terran it up, it only takes ~47 seconds to float your CC over! Thank you shiroiusagi, for the image!
Tanks can shell the high yield minerals, gas & the base itself from this position!
Reaper/Collosus/drop path between bases on the edge. Sneaky beaky like!
Place an overlord here or drop some tanks to have vision and secure both backdoor rocks. Never get caught from the backdoor again!
Another high ground droppable pod between the backdoor nat and the main! Yes, with a tank you can deny 1 gas in each base! 2nd picture messed up and I'm too lazy to get back in for just 1 picture haha, but you can deny 1 gas from the main base as well.
I'll just knock down your rocks with my marauders/stalkers and then ravage your backdoor base before you can respond!
On August 23 2014 10:08 brickrd wrote: am i crazy or does it look like nimbus and foxtrot had a baby?
looks more like Anaconda meets Crossfire to me.
Funny because I had crossfire in mind when I was creating it.
edit:
I also have an idea of what to change to make it more friendly to the ping-ponging back and forth between bases. Going to change it up and try it out to see if I like it. :D
Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars
On August 23 2014 12:33 GeneralSezme wrote: Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars
in theory though, i think protoss could wall off their natural, and make their backdoor base into their primary focus of the map. putting a few static defense at their open natural with a wall seems cool.
Just a couple ideas I'm toying around with. Changed up the gold, connected the middle, moved the backdoor base closer to the main. Unsure if I'm going to change it to this completely, but wondering some thoughts if it got changed to this.
On August 23 2014 12:33 GeneralSezme wrote: Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars
in theory though, i think protoss could wall off their natural, and make their backdoor base into their primary focus of the map. putting a few static defense at their open natural with a wall seems cool.
Ya, maybe but if Protoss did do that they would have to split there army's to the point where they can die outright, look at all that dead space behind the natural, the main, and the backdoor 3rd. You would have split your army to defend the backdoor 3rd the natural and protect your main from drops/ mutas.
On August 23 2014 12:33 GeneralSezme wrote: Looks good, but encourage Protoss to macro, if you don't give them an easier third you are encouraging 2 base all in or just a plain old veto and a 1/5 stars
in theory though, i think protoss could wall off their natural, and make their backdoor base into their primary focus of the map. putting a few static defense at their open natural with a wall seems cool.
Ya, maybe but if Protoss did do that they would have to split there army's to the point where they can die outright, look at all that dead space behind the natural, the main, and the backdoor 3rd. You would have split your army to defend the backdoor 3rd the natural and protect your main from drops/ mutas.
yeah... you're right. i was only trying something out. maybe if you moved the backdoor base closer to your main this could work?
On August 24 2014 03:47 SidianTheBard wrote: Just a couple ideas I'm toying around with. Changed up the gold, connected the middle, moved the backdoor base closer to the main. Unsure if I'm going to change it to this completely, but wondering some thoughts if it got changed to this.
Thanks for the feedback all! <3
Backdoor is a good change, helps Protoss a lot against drops/mutas and helps zerg against medivacs. What is your reasoning behind the gold change? It's not totally apparent to me.
On August 24 2014 03:47 SidianTheBard wrote: Just a couple ideas I'm toying around with. Changed up the gold, connected the middle, moved the backdoor base closer to the main. Unsure if I'm going to change it to this completely, but wondering some thoughts if it got changed to this.
Thanks for the feedback all! <3
Backdoor is a good change, helps Protoss a lot against drops/mutas and helps zerg against medivacs. What is your reasoning behind the gold change? It's not totally apparent to me.
I guess it would be to open up the center a bit more/make the current high ground a lot less awkward?
On August 25 2014 11:54 Plexa wrote: Backdoor is a good change, helps Protoss a lot against drops/mutas and helps zerg against medivacs. What is your reasoning behind the gold change? It's not totally apparent to me.
Actually I've been toying with it on and off through out the wknd and I'm tempted to keep the gold how it is. I feel like if I change it to how I was messing with it I'd just rather have it a normal base. I'll probably pump out an update on tuesday or wednesday after work and most likely submit that updated version to that map contest.
edit:
Also the more and more I play with it the more and more I kind of hate the backdoor. We'll see what happens, probably just keep it because changing it up and the pathing around it would basically be a new map.
Alright bros, updated my map, it'll be the version I actually submit to that Map-ximum contest. I kept thinking about it more and more and I kind of want to change up the back door paths, but then again, I'd love to see how it actually plays out and if I gets in the top for that tournament it would get plenty of games on it and tons of feedback, which would be awesome.
Anyway...changes: (Overview & Overview with labels are updated in OP)
Added D-rocks at front natural to give an "easier" wall-off. You now have the option of walling from ramp > nexus or doing the more standard 3warpgate/3rax/etcetc wall off and then take down the rocks at your convenience to move out. + Show Spoiler +
Backdoor natural is closer to the main, making it much quicker for the defender to ping pong between his 3 bases. + Show Spoiler +
Moved "behind gold rocks" to the actual ramp instead of the middle of that high ground pod. Before I had it in the middle so siege tanks could hit that expansion from the high ground, but with moving the expansion closer to that main that is no longer a concern. + Show Spoiler +
Moved "behind gold rocks" to the actual ramp instead of the middle of that high ground pod. Before I had it in the middle so siege tanks could hit that expansion from the high ground, but with moving the expansion closer to that main that is no longer a concern. + Show Spoiler +
Did a few changes, mainly just aesthetically fixing it up but also added a small unpathable piece of high ground around the gold base. This tiny change actually does a few big things that I noticed during playtesting.
1) Can place an overlord here to see early non-medivac pushes. Makes it easier to see those Hellions ping ponging all around. 2) Makes siege tanks not so powerful in that corner, before you could place tanks in that corner and they'd cover a ton of the surface area, while being farther away by ground it was hard to break a contain. 3) Makes it so you can't cliffwalk in that corner anymore, no more reapers/collosus just sneaking away.
Great unique and original map, I'm wondering if it would be best for protoss to take the gold as a third and just leave the other two bases as a later 4th and 5th because I don't think toss could split/bounce their army between the nat and base by the collapsible rocks; and even if they could where would the the optimal 4th be?
Terran and Zerg I think can expand towards the opponent or away, idk i guess it just feels like toss would be very limited on this map. Also beautiful aesthetics!
Thanks guys! Hope you all enjoy it and if you have any other feedback feel free to let me know! <3
On September 19 2014 17:00 Kazahk wrote: Great unique and original map, I'm wondering if it would be best for protoss to take the gold as a third and just leave the other two bases as a later 4th and 5th because I don't think toss could split/bounce their army between the nat and base by the collapsible rocks; and even if they could where would the the optimal 4th be?
Terran and Zerg I think can expand towards the opponent or away, idk i guess it just feels like toss would be very limited on this map. Also beautiful aesthetics!
I'd love to see if Protoss would take the 3 & 9o clock bases as a possible 3rd. It's more "hidden" and has just a single wide ramp into it which means 1 sentry could basically hold the base long enough for the rest of your army to get there. It's also fairly close to your nat by air (could be bad against drops/mutas then) but it allows the msc to get between them fast enough to overcharge.