Seems like a map that would make terran players cry. On the other hand the map has some ridiculous proxy pylon/oracle placements so it would probably make zergs cry too :D
On October 12 2014 19:59 -NegativeZero- wrote: Is it even possible to do a nexus wall? Not being able to wall normally is already bad, lack of nexus wall basically kills it.
Great layout otherwise.
edit: didn't notice that literally the entire side is blocked off by rocks, pls disregard the previous complaint.
Yeah, the rocks should buy a Protoss enough time to kill the collapsible rocks and hold his natural. It's quite a clever and interesting map.
Not only that , this map rewards intelligent positioning and costant scouting & harass. You also have to be very careful for example in pvz killing the collapsible rocks , you may end up with some zerg imba contain in your third
Well I don't see how to properly defend the natural if you don't kill the rocks. If I had to play the map I would probably wall off the natural ramp, kill the collapsible rocks and kill the rocks again to expand, which is not ideal but is the only way I see with my style. By the way I wanted to playtest it for PvZ but couldn't find the map, isn't the map uploaded on NA ?
I suggest removing the colapsible rocks between the natural and third, since third base is already exposed. Unless you want squashed bugs and protoss 2 base all ins.
Sweet design. I desperately need to see some games on this map. The idea of taking the gold as your third to put pressure on the opponent's non-gold third is making me very, very excited.
TvZ - me going Turtlemech: http://drop.sc/388713 Edit: Toastie's hardware was not working properly.
So after playing the map a bit here are a few thoughts: - one geyser at the natural is off - Attacking into a 3rd base is very hard. It's very simple to sit above those rocks and make it hard to even break them, and once they are broken down, both offensive ramps are very small. I think at least the 2x should be made 3x. - The watchtower is a little unnecessary, since the attack path is overlooked quite easily anyways - I think if you could broaden up the middle where the XNWT is right now it could counteract the power of forcefields and mech somewhat. In particular when it comes to units like ultralisks I think this could be very problematic.
What I really love about the map is the expansion pattern and the powerful highground positions
Certainly one of the most refreshing and well planned layouts in a while. The geometry is beautiful. Everything just fits together so perfectly, like the collapsible rock placement, the airspace around the main, the small gap between the gold base and the other fortress, the subdivided middle pathway. Ugh. For me, this is the most pleasantly flowing map since Neo Planet S.
Isolating all bases after your natural was brilliant in both idea and execution as well.
On November 07 2014 03:15 Big J wrote: bunch of replays: ZvZ - me vs Toastie: http://drop.sc/388711 TvP - me vs Toastie: http://drop.sc/388712 --> the ones you observed anyways
ZOMFG YOU POSTED THOSE T__T
Usually I play better guys, I already found out what settings were off =(
Just wanted to give you a glimpse of what's coming next , probably in the last days of January. The update will address the main weakness of the map , which is the narrow center , plus an aesthetics overhaul. Neo Emerald Plaza is coming guys!
On January 10 2015 19:57 OtherWorld wrote: This map should totally be an official WCS map ):
It should, and so should a bunch of other community maps, but Blizzard somehow (in 2015!) still thinks they are good at making maps. The upcoming map pool is disgusting.
On January 14 2015 03:09 IeZaeL wrote: I added some pretty custom runestones doodads. They all got teamcolor , will you find them all ? ( They're 8 in total )
I'm always happy when I see mapmakers iterate on their maps over time. The level of polish a map ends up receiving is simply far better than those who release and dump new maps on a steady basis. These updates of yours are looking amazing, IeZaeL.
Amazing map. Blizzard really shouldn't be making maps anymore. At most, they should privately instruct mapmakers. I thought the new map pool was some sort of joke at first... the maps looked like WIPs from the beginning stages of this forum
On January 16 2015 10:20 Big J wrote: Love the new middle. Maybe I can get a game or two on Toastie's initiative channel if people were just in the channel while being online.
Just had the honour of beating the maker on his own map . Great work, the flow and choice of thirds is awesome and gives great strategical depth to the map.
Since you already know this map is pretty awesome, I'm just going to list a few of my thoughts/concerns about it.
1) The horizontal 3rd (and eventually 4th) base kind of scares me because of how short the air distance is to ping pong back and forth between them for the attacker but the ground path to defend them is insanely long. It's great because it promotes aggression and harass but you've also got to be careful because players are getting much better and better at harass that it might make certain strategies too strong. Not to mention in if this map gets played on LOTV where each race has even more air/drop harass options.
2) The amount of open space compared to chokes is worrying. I feel like if you turtle up extremely hard, mech? swarm hosts? collosus/templar, use a lot of static D to defend against the drops/harass you are basically fine to just camp because every single entrance to any of your bases is either a 2x or 3x ramp. To me it feels like if this gets end game, and one player is turtleing, it's going to become very stale because they'll slowly creep across the map horizontally until they get all their bases and then just sit there defending on their 2x wide ramps. A couple tanks, thors, turrets & sensor tower at your forward 3rd, a pfort just to semi-block off your natural and the enemy now has very limited attack paths and those limited attack paths are extremely choked. I have one idea that I'd like you to test out, it'd open the map up a bit, I'll include it in a picture at the bottom. Basically change some of the high ground to low ground, possibly add a new ramp, etc etc.
3) I wonder if you should try to rotate the gold bases 90 degrees clockwise (so the minerals have their backs to the middle of the map) and then try removing the rocks to the gold base. Currently with the rocks there it just limits the options of taking a quick gold third. To me, it feels like it'll turn into a lot of, "let's 2 base all-in, as I'm about to push out, I'll destroy those gold rocks so if my push fails I can hopefully fall back on that." So, my idea is to rotate the golds and remove the rocks and now I believe it'll open up more possibilities. Suddenly you can take the fast gold, but now it's a lot more harass-able from the center (aka the main focus early/mid game) of the map. Now if you want that gold you have to take control of the center of the map, which plays into the whole risk vs reward.
Again, I by no means dislike this map, you know it's awesome, I know it's awesome. I'm just voicing some of my concerns for you to think about.
ps. Here's a photo of my ideas because text is too hard! :D + Show Spoiler +
Great job, these type of aesthetics are one of my favorites to look at and to play on. I made my skylands map with some of these textures...I really need to make a new map with them too, love it.
Well thats a really helpful feedback Sidian. Thank you for taking the time to write it. I really like the gold bases suggestion , I will probably change something about it in the near future. You know what , the lowground suggestion was one of the first ideas that I came up with while redesigning the center. But it completely changed the central concept of the map , a narrow center path , and that's not what im looking for. I agree that particular area needs some work though.
Beautiful map (both aesthetics and functionally), seems viable for both Staircase step 1/2 rushes or macro. There's an almost direct path from your main to the opponent's main. But the rocks and the hard-to-reach-by-ground top left/bottom right bases could support longer macro games too. Btw I wonder if those floating platforms can support proxy buildings...like stargates :D
Published a small update to include Sidian's suggestion with the gold base. Keep in mind nothing is set in stone atm and im still planning to change the maps. I both loved and hated those gold rocks T.T
You put a tremendous amount of effort into doodads and textures, which really paid off! Those Protoss structures are really cool.
I'm going to reiterate some concerns about choke points - like Sidian brought up, your largest ramps are 3x and some of them are blocked off by rocks. My understanding is that you want the center of the map to be relatively isolated from the side lanes, at least during the early-to-mid game. The problem with this is that by late game, the chokes may be too small.
It's really difficult to suggest changes that wouldn't interfere with the theme of the rest of the map. I think you could get away with making the 1x blocked ramp a 2x blocked ramp. You may want to increase the 2x ramp from the high yield expansions that leads to the naturals to a 3x one. The reasoning behind that is that pathway is going to be one of the more important ones early game since it's the only open one that can lead you the opponent's third.
I really love the design for the map. The two entrance natural is something that I've tried before, but never got it down as well as what you've done here. I also love how proxy-friendly this map is. There are many places to hide proxies which is exciting (and scary) to think about. Players better scout well!
Updated the map one more time , fixing some pathing bugs and changing the highground third's big ramp to a 4x from 3x. Feel free to play it even vs AI , I appreciate all the replays , they're very useful when trying to change something.
Changelog ; 1. Gold bases now normal bases, with rocks covering one of its sides 2. Center north-south bases are now slightly rotated to reflect the map flow 3.Natural ramp is now 1square away from the natural choke. Should allow for easier simcity 4.Highground third/fourth allows for easier simcity and building placements
This update hopefully brings the map back to its old tug of war in the early game gameplay , while providing other attack paths to use in the mid-late game.
I really like these changes. Much of the map is inaccessible until rocks are destroyed, but it's balanced across both sides. It will be really cool to see how games unfold on this. I was unsure about how balanced the map was before in my initial feelings, but the layout currently is very clever, seems balanced, and is really unique.
Your map is amazing! Great job, and good luck in the competitions!
I want to like this map as much as everybody else but I still think you should add a path from the middle to the bottom/top centers. It is interesting how the early aggressive will go through a tight choked off middle, but I feel like anything after early game aggressive could get very split-map and quite dull.
Remember, it's a fairly small horizontal map, only 124 map bounds and from looking at that image you can basically hold 4 base on a 2x wide ramp and a 1x wide ramp. It gets even easier as terran if you place a sensor tower at the pink location because that's such a long ground path to go that route you'll have plenty of time to react if the enemy takes that path. Even protoss could put a pylon up by the rocks to detect if the enemy is coming, and zerg will have creep / overlords in the area.
Maybe it's just me, and I know I already said this already, and I believe you said you weren't going to change it up, but I'd still love something like this instead: (awesome photoshopping!) + Show Spoiler +
Either way, best of luck with it in Map-ximum and TLMC, it still is quite the solid map.
Your photoshopped version is basically an entirely different map Sidian. Not necessarily better or worse, but radically different from the ideas the current version is trying to explore. That said some larger ramps going from the high ground to the center would probably be useful come midgame.
Sidian your idea totally kills the concept <3 Following Plexa advice , I made the central ramps from x2 ---> x3 and adding a second set of rocks on top of it. So the map is still a bit more open in the mid-late game , but blocked in the early , as breaking only 1 of the rock will create a 1x choke , wallable nimbus style with barracks+depot. Thoughts?
The map on ladder does not have the destructible debris at the 4 and 10 o clock position. Was the latest version never uploaded? It seems like a really cool map and I want to try it out.
On February 25 2015 10:29 Uvantak wrote: Blizzard loves variety on the map pool, I wouldn't be surprised or mad at all if Neo Emerald made it.
Well I figured after we got so many Blizzard maps this season, we might get a disproportionate number of community maps next season. So everyone's would fit. :D
On February 25 2015 10:29 Uvantak wrote: Blizzard loves variety on the map pool, I wouldn't be surprised or mad at all if Neo Emerald made it.
Well I figured after we got so many Blizzard maps this season, we might get a disproportionate number of community maps next season. So everyone's would fit. :D
Don't worry, they'll keep Secret Spring and Inferno Pools because they "really want to see how the innovative ideas that can be found in these maps play out in the long run". But yeah hopefully NEP make it to the ladder as well, it's really fun to play on.
On April 24 2015 04:06 Ej_ wrote: I love how it looks more and more standard with every edit.
That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.
Of course it's a quality map... it's Italian made. No, but I really love this map, how the fuck is this not in the map pool!?!? GET RID OF INFERNO POOLS ALREADY AND GIVE US THIS!
On April 24 2015 04:06 Ej_ wrote: I love how it looks more and more standard with every edit.
That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.
Yeah but... well I don't know, I'm not sure the latest version is the best, but that's probably just me.
On April 24 2015 04:06 Ej_ wrote: I love how it looks more and more standard with every edit.
That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.
Either you die a crazy map or you live long enough to see yourself become standard
On April 24 2015 04:06 Ej_ wrote: I love how it looks more and more standard with every edit.
That's kinda how 'crazy'/experimental maps go. You start crazy, and just tap a little more toward standard with each update until the map becomes acceptably balanced/playable.
Either you die a crazy map or you live long enough to see yourself become standard
At this point, I don't even know what people are calling standard
its aesthetic porn, but like negativezero said, a lot of areas are way too open/ too hard to wall. Also it will make problems microing in certain Matchups. Walling is really important in sc2. Also probably a lot of players dont do this below Masters.
On February 20 2017 23:00 IIEclipseII wrote: its aesthetic porn, but like negativezero said, a lot of areas are way too open/ too hard to wall. Also it will make problems microing in certain Matchups. Walling is really important in sc2. Also probably a lot of players dont do this below Masters.