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![[image loading]](http://i.imgur.com/WsXJTnp.png)
Veritas et Fortitudo is a 1vs1 map with an almost normal layout, except that your nat can be attacked from 2 different angles. And you have a very close 3rd and 4th expansion. Enjoy!
![](/mirror/smilies/devil_whip.gif)
EDIT: Map is now finished version! High ground "turbo newbie" situation has been deal with (doodads have been placed), gold base minerals and gas have been re-positioned, watchtowers have been fixed (they no longer grant vision of gold bases minerals or gas), all drop holes have been fixed, deco and textures are now 100% DONE, doodads have been added, Eye CANDY has been added, the map has now been published, analyser has been updated.
MAP IS PUBLISHED IN: NA, EU
Map Size (Playable) 140 x 124
OVERVIEW:
90º OVERVIEW:
ANALYSER:
ABOUT THE MAP:
+ Show Spoiler + One of the things that makes this map interesting is the units/army pathing. Where will you engage? Where does the harass come from? Knowing what angle the attack is coming from will be key for battle. (Will he come from the right, or the left, both, did he split hes army?) Therefor having control of the watch towers will be specially important.Controlling at least 1 of the towers is going to be very important. Decision making and scouting is going to be important on: - what 3rd am I or my opponent going to take first? - Will I or my opponent go for the gold? - Will I destroy the rocks and take a hidden expo? Nat Wall Off:As you can see there is a neutral destructible rock to help with the wall off. ![[image loading]](http://i.imgur.com/lt5uoXX.jpg) ![[image loading]](http://i.imgur.com/q3f60qS.jpg)
EYE CANDY:
OLD OVERVIEW:
Feel free to post your opinion, and give any tips, advice and/or recommendations!
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your Country52797 Posts
Ooooh this is cool. I sort of want to see this played a bunch of times in PvZ to see how it would pan out.
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Now THIS is podracing! Sweet map man, I love the it.
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I like the way it messes with normal map assumptions where 3rd/4th choice is usually between Risky Push Base or Safe Defensive Base; the exactly equal safety of the 3rd and 4th create a unique, almost Big Game Hunters-like dynamic where composition, scouting, and unit control are the heavily emphasized.
The Idiot part of my brain is telling me "HEY MAN! You should totally stretch the map out more and make the mid area more interesting than "Lil' Hole" so you can Zone Control!!!" but I know my motivation for thinking that is the back of my head whispering "How would one implement Company of Heroes-style resource/territory nodes translate into the SC2 engine beyond using Creep/No Creep?"
The Xel'Naga tower placement decision is key; if their vision extends to the geyser on the middle High Yield expansions, then you only need a flash of watchtower control to know if your opponent took a fast Mid-Base on you. I feel that a better design would ensure that you need to actively scout mid or risk facing overwhelming forces.
Final note: so this is Reverse Steppes of War, where taking bases is easy and pushing suddenly feels like a coinflip.
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Siege tank behind your natural/third/fourth on the high ground? Or anything there O_O
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On October 01 2014 09:01 Superbanana wrote: Siege tank behind your natural/third/fourth on the high ground? Or anything there O_O
Yeah, u can right now, but the idea is to make it unwalkable with some doodads later on. (I did mention this is some part of my Post). Map is stil BETA
On October 01 2014 06:26 hvylobster wrote: The Xel'Naga tower placement decision is key; if their vision extends to the geyser on the middle High Yield expansions, then you only need a flash of watchtower control to know if your opponent took a fast Mid-Base on you. I feel that a better design would ensure that you need to actively scout mid or risk facing overwhelming forces.
Final note: so this is Reverse Steppes of War, where taking bases is easy and pushing suddenly feels like a coinflip.
Yeah XelNagas are key, im not sure if the watch tower gives u the scout on the gas, its very very close, hard to say even on the editor, I have tried to move the watch towers around but its a tough situation, if u move it south, it gives vision on bottom ramp, if you move it north same problem with other ramp. IMO it is in the best position, but if it does give vision of gas its not ideal, maybe move minerals around a bit? Still, I would not like the gold expos 2 be 2 close 2 each other
And Thnx 2 the 1s that like the map so far!
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On October 01 2014 22:25 SatedSC2 wrote: How big are the chokes on either side of the natural..?
It looks like they can be walled with a Pylon and a Gateway (or a Supply Depot and a Barracks) but I can't tell from the overview.
U have good eye, it is exacly a rax/depo gate/pylon, I have a picture of this in the section of About the Map.
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Woops then its my bad 2 lol it should be called Analyser, not Analyser and information because all the info is in About the map lol
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Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?
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On October 02 2014 01:56 [PkF] Wire wrote: Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ? Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.
Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.
Also, about the Xel'Naga Tower situation: maybe you could simply place the geyser on the other side of the minerals? If this were ever to make ladder it wouldn't be a very good fix considering the golds would be Standardized with 2gas, but for now moving the geyser would at least take it out of Xel'Naga Tower range.
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Dude, if your highground is unpathable but you don't have time to decorate it yet, just spam placeholder rocks or trees on it, takes 30 seconds. That is the international symbol of undroppable highground area.
While this looks super fun and I love the idea, it would be pretty ick in "real games" I think. Super easy 4 bases for protoss or mech, then pooooooosh.
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On October 02 2014 05:15 hvylobster wrote:Show nested quote +On October 02 2014 01:56 [PkF] Wire wrote: Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ? Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad. Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.
I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.
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On October 02 2014 01:56 [PkF] Wire wrote: Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?
Well, yes drops are powerful, but OP? I’m not so sure, remember mutas will also be powerful, and 2 or 1 base blink could be a thing on this map considering you could hit nat from 2 fronts just with the right proxy pylon placement (I’m assuming you know that high ground of those bases will be un-walkable).
On October 02 2014 05:15 hvylobster wrote: Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.
Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.
Also, about the Xel'Naga Tower situation: maybe you could simply place the geyser on the other side of the minerals? If this were ever to make ladder it wouldn't be a very good fix considering the golds would be Standardized with 2gas, but for now moving the geyser would at least take it out of Xel'Naga Tower range.
I did as you say and now there is a big RED text warring all viewers about the high ground issue.
As for the Xel Nagas, what about removing them? Could that be a solution? Im hesitant, but if not I will move things around to see what I can do to improve this. Another small detail is even if you can’t see the gas with the tower is it not a bit unfair for zerg? Creep for sure will be spotted. And do the gold bases absolutely need 2 gases?
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On October 02 2014 05:23 EatThePath wrote: Dude, if your highground is unpathable but you don't have time to decorate it yet, just spam placeholder rocks or trees on it, takes 30 seconds. That is the international symbol of undroppable highground area.
While this looks super fun and I love the idea, it would be pretty ick in "real games" I think. Super easy 4 bases for protoss or mech, then pooooooosh.
Yeah u probably right, I should have spammed doodads, I just really hate removing doodads and then putting them back in a different order. Big red text should do it now tho.
As for the Toss and Terran turtle style of play it did cross my mined, and that is probably how I would play it. But this is my thought process: If you know the meta is to play greedy on the map, just play greedy urself? Or get a good timing off (all in or not) 2 punish the greedy play, and exploit the fact that you can attack from 2 different angles?
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On October 02 2014 05:52 [PkF] Wire wrote:Show nested quote +On October 02 2014 05:15 hvylobster wrote:On October 02 2014 01:56 [PkF] Wire wrote: Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ? Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad. Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point. I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though. Sorry, the post was half to you and half to the OP; I figured a ton of people would make the same understandable mistake you made so I wanted to stop that ASAP. Constructive criticism of the map is good, an endless parade of people who are correct by the author's admission tends to drown out the healthy criticism.
About Mech and Protoss on this map. . . I know an easy 4th is a Dream for both, but it feels like it might asymmetrically balance itself out; all Zergs would LOVE to go 3hatch before pool, the question is how greedy do you think your opponent is playing? How prepared for harass are they? The middle gold bases provide more aggressive players fuel for a war machine that can eventually break tightly turtled players who want to win in 20 minutes.
Also, remember that the map has two wide ramps into the "Bases" area. Mech and Lategame Protoss tend to function as Deathballs, so they need to push along a single path while being aware of obvious counter-attacks. I can't wait till this map is ready; it seems extremely interesting.
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On October 03 2014 04:34 hvylobster wrote:Show nested quote +On October 02 2014 05:52 [PkF] Wire wrote:On October 02 2014 05:15 hvylobster wrote:On October 02 2014 01:56 [PkF] Wire wrote: Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ? Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad. Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point. I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though. Sorry, the post was half to you and half to the OP; I figured a ton of people would make the same understandable mistake you made so I wanted to stop that ASAP. Constructive criticism of the map is good, an endless parade of people who are correct by the author's admission tends to drown out the healthy criticism.
No problem mate, you were absolutely right and I think I overread into your caps.
I kinda like the idea of the map, but once the game goes past the 2 base state (and it will, the setup to defend is quite similar to KSS minus the rocks) I don't really understand how you will be able to avoid a 4 bases vs 4 bases scenario which will end up in a basetrade or a stalemate. With adequate positioning I don't think it would be difficult to turtle on 4 bases so I fear TvP or ZvP (or even vMech) will be really hard on this map.
That is the reason why I would honestly consider making ramps to the 3rd-nat-4th high grounds and let them be walkable, at least in front of the 3rd/4th, so that those bases are more of a point of contention / can be harassed more easily. Maybe that doesn't fit with the idea of the map though. Anyway, interesting and definitely original idea, but I'm not sure it would produce interesting games in its current state. It has too much of both split map and 4 bases stronghold syndromes.
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I think adding ramps to the highground is a better idea then simply making a unpathable zone, also maybe bring those far expansions closer towards each player, because they probably will not be used in a later game scenario, like the top right one, move left a few screen inches, and the bottom left right a few screen inches... or IDK, I still love it and would play to test.
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You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.
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