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Forum Index > SC2 Maps & Custom Games
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IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-10-26 10:55:41
October 25 2014 17:42 GMT
#1
Something simple , inspired by this bw map : http://www.panschk.de/mappage/pics/4368.jpg
Current version 1.1

[image loading]

Sorry not much aesthetics this time.

Bounds : 136*160
Xelnagas : 0
Various minerals formation , 6m1g bases.

V1.0 + Show Spoiler +
[image loading]
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 25 2014 17:49 GMT
#2
I'll be the first to admit that I thought the starting locations were in the top left and bottom right high ground and got really confused. ^^
ModeratorI am still alive, somehow
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-10-25 17:55:01
October 25 2014 17:54 GMT
#3
On October 26 2014 02:49 The_Templar wrote:
I'll be the first to admit that I thought the starting locations were in the top left and bottom right high ground and got really confused. ^^


Me too. I was thinking "this map is garbage, how do you ever expand in PvZ ?"

As it is the map looks interesting, especially the not so much exposed gold. It's hard to say anything relevant on it before playing it. I'll try and play some games on it with my practice partner tomorrow (PvZ). I'll let you know how it goes ^^
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-10-25 18:05:20
October 25 2014 18:04 GMT
#4
I think each race takes a different third here

Making the 6m bases normal gas yield is a good choice imo
~ ~ <°)))><~ ~ ~
Quidios
Profile Joined June 2013
Sweden74 Posts
October 25 2014 18:05 GMT
#5
I think the changes you made to the northwest/southeast corners broke the concept of the original map. Which is too bad because I like the original.
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 25 2014 18:47 GMT
#6
It's a cool adaptation. I agree that the map concept changes when you remove the corner pathways, but I see that as a necessary change to adapt to SC2. Maybe you could keep them somehow with rocks if you brought those bases down to middle elevation.
www.alonetone.com/xenotolerance
Big J
Profile Joined March 2011
Austria16289 Posts
October 25 2014 20:09 GMT
#7
I'm really trying to identify what strategy would be horribly broken here, but it looks like the map is quite well thought through despite being very experimental. Maybe blink PvT.
I guess the choice of using smaller bases really makes this much easier to balance.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 25 2014 21:14 GMT
#8
Nice, I like both maps, the BW version and this 1
10%
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 25 2014 22:16 GMT
#9
First thing I thought when I saw this map was, "that looks like a cool BroodWar map. Nicely done!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
snexwang
Profile Joined April 2011
Australia224 Posts
October 25 2014 22:28 GMT
#10
That looks so fucking good.
Quidios
Profile Joined June 2013
Sweden74 Posts
October 26 2014 01:22 GMT
#11
On October 26 2014 03:47 Xenotolerance wrote:
It's a cool adaptation. I agree that the map concept changes when you remove the corner pathways, but I see that as a necessary change to adapt to SC2. Maybe you could keep them somehow with rocks if you brought those bases down to middle elevation.

No, those changes are not necessary adaptations to SC2. By adding shortcuts through the map it closes the map and makes it even more narrow and constricted and removes alot of choices the original concept gives when it comes to army movement. Unless ofcourse if you're talking about strengthening SC2 allins.
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2014-10-26 04:27:46
October 26 2014 04:26 GMT
#12
On October 26 2014 10:22 Quidios wrote:
Show nested quote +
On October 26 2014 03:47 Xenotolerance wrote:
It's a cool adaptation. I agree that the map concept changes when you remove the corner pathways, but I see that as a necessary change to adapt to SC2. Maybe you could keep them somehow with rocks if you brought those bases down to middle elevation.

No, those changes are not necessary adaptations to SC2. By adding shortcuts through the map it closes the map and makes it even more narrow and constricted and removes alot of choices the original concept gives when it comes to army movement. Unless ofcourse if you're talking about strengthening SC2 allins.


If it's blocked by rocks I see it working just fine in SC2. I referred to how If it's open from the start, as in BW, that isn't feasible in SC2. Although, it actually looks like there are some little blockers on the backdoor ramp in the BW version? I'm not clear on what those dark spots might be. If there were rocks there I would see it being totally workable.
www.alonetone.com/xenotolerance
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 26 2014 05:47 GMT
#13
On October 26 2014 13:26 Xenotolerance wrote:
Show nested quote +
On October 26 2014 10:22 Quidios wrote:
On October 26 2014 03:47 Xenotolerance wrote:
It's a cool adaptation. I agree that the map concept changes when you remove the corner pathways, but I see that as a necessary change to adapt to SC2. Maybe you could keep them somehow with rocks if you brought those bases down to middle elevation.

No, those changes are not necessary adaptations to SC2. By adding shortcuts through the map it closes the map and makes it even more narrow and constricted and removes alot of choices the original concept gives when it comes to army movement. Unless ofcourse if you're talking about strengthening SC2 allins.


If it's blocked by rocks I see it working just fine in SC2. I referred to how If it's open from the start, as in BW, that isn't feasible in SC2. Although, it actually looks like there are some little blockers on the backdoor ramp in the BW version? I'm not clear on what those dark spots might be. If there were rocks there I would see it being totally workable.

It's blocked by neutral DTs in the BW version, this allows workers to mineral walk through to take the backdoor expansion but blocks all other ground units.
vibeo gane,
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
October 26 2014 09:41 GMT
#14
Quite few vespene to get as protoss. And protoss needs vespene
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 26 2014 10:55 GMT
#15
Update

[image loading]
Author of Coda and Eastwatch.
Quidios
Profile Joined June 2013
Sweden74 Posts
October 26 2014 14:14 GMT
#16
On October 26 2014 13:26 Xenotolerance wrote:
Show nested quote +
On October 26 2014 10:22 Quidios wrote:
On October 26 2014 03:47 Xenotolerance wrote:
It's a cool adaptation. I agree that the map concept changes when you remove the corner pathways, but I see that as a necessary change to adapt to SC2. Maybe you could keep them somehow with rocks if you brought those bases down to middle elevation.

No, those changes are not necessary adaptations to SC2. By adding shortcuts through the map it closes the map and makes it even more narrow and constricted and removes alot of choices the original concept gives when it comes to army movement. Unless ofcourse if you're talking about strengthening SC2 allins.


If it's blocked by rocks I see it working just fine in SC2. I referred to how If it's open from the start, as in BW, that isn't feasible in SC2. Although, it actually looks like there are some little blockers on the backdoor ramp in the BW version? I'm not clear on what those dark spots might be. If there were rocks there I would see it being totally workable.

You're missing the point. The issue is not if that ramp has rocks on it or not, it's the location of it. Rocks doesn't help it outside the the early early game. How you design the actual backdoor is another matter.
ejozl
Profile Joined October 2010
Denmark3491 Posts
October 26 2014 16:58 GMT
#17
Map looks super cool.
Air distance is quite close, but you can adapt.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
SwedenTheKid
Profile Joined July 2014
567 Posts
October 29 2014 02:43 GMT
#18
Personally I'm not a fan of the main-looking bases in the top left and bottom right, especially because of the space they take up and the small ramp. But I can see how it works better in Sc2 this way than the BW version would. Still love the middle and main layout though. Better map than I could ever make.
Casual Mapmaker
FrozenProbe
Profile Joined March 2012
Italy276 Posts
October 29 2014 09:09 GMT
#19
Flying Shark is Needed
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 29 2014 12:53 GMT
#20
On October 29 2014 18:09 FrozenProbe wrote:
Flying Shark is Needed

0/10 would not play on this map !
Author of Coda and Eastwatch.
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 29 2014 15:17 GMT
#21
that map looks really interesting.
Only thing that worries me is the Gold, if the Zerg can grab a Gold from the start its really troublesome. Thats why I would always place a destructible rock plate there to prevent that. Might not be an issue on this map though, because you may be able to punish it by going for air.
I want this map on Ladder actually heh. For the name alone.
FrozenProbe
Profile Joined March 2012
Italy276 Posts
October 31 2014 10:17 GMT
#22
On a ZvT it would be really hard to secure the gold base as a third, you can siege it really easy by high-ground. Anyways I would love to see some minerals blocking the side paths between the two bases on the top and on the bottom.
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