|
Cassiopeia 1.2by Xenotolerance Published on all servers![[image loading]](http://i.imgur.com/Mz5A4RN.png) Take control of an extremely mineral-rich comet that is passing through the Koprulu Sector. Use the collapsible rock towers and destructible rocks to manage your expansion pattern. ![[image loading]](http://i.imgur.com/GsD6X7X.png)
The goal is to make a defensive macro map inspired by King Sejong Station. The initial idea was to take KSS and move the backdoor rocks in front of the base there and make it a backdoor 3rd. Expansion choice will change the flow of the game in a way that's unique in each matchup. Each race can use its abilities to its advantage, allowing map-based strategies to come into play. These involve exploiting the short distance from your forward 3rd to the opponent's backdoor 3rd, pushing into the watchtower to attack the forward 3rd, and using the airspace around the backdoor 3rd and natural to punish a turtling opponent.
Details + Show Spoiler +Main ![[image loading]](http://i.imgur.com/mQR5ZOu.jpg) Natural ![[image loading]](http://i.imgur.com/idbRaDh.jpg) ![[image loading]](http://i.imgur.com/N8uOSjM.jpg) ![[image loading]](http://i.imgur.com/Y1At1kJ.jpg) Forward 3rd ![[image loading]](http://i.imgur.com/1c979TY.jpg) Backdoor 3rd ![[image loading]](http://i.imgur.com/03s8P4D.jpg) Side base ![[image loading]](http://i.imgur.com/ZvcFxaj.jpg) Corner base ![[image loading]](http://i.imgur.com/C1LNZ7Y.jpg) Crystals? ![[image loading]](http://i.imgur.com/PrI7sLm.jpg) ![[image loading]](http://i.imgur.com/Dylg3i9.jpg)
Changes + Show Spoiler +1.2 - Both natural ramps reduced to 3-wide, ramps from side plateau to center pulled back and widened to open up center. 1.1 - Natural ramp moved, pathing and textures cleaned up, published on Reddit 1.0 - Published on TL
|
Awsome, I really like the base layout and theme.
|
making the "secret" entrance to the natural two rocks large instead of one will likely make all-ins impossible to hold
|
This is a sick map. Love the multiple rock entrance gimmick. Anything that makes scouting necessary but not problematic (I'm looking at you, King Sejong Station DT builds).
|
Did u try to wall off the naturals? Not sure if those gases prevent me from doing a proper wall off.
|
United States10028 Posts
On January 05 2015 13:39 iMrising wrote: making the "secret" entrance to the natural two rocks large instead of one will likely make all-ins impossible to hold how so? the 2 sets of rocks will slow down an opponents all in a lot.
map is ok, i see problems with forge FE or walling off your natural ramp. space feels a bit cramped in the middle area.
|
The wall is sort of funky. It's a 10-wide wall to the gas with a 2-wide choke behind it.
![[image loading]](http://i.imgur.com/XOkjXwl.jpg)
![[image loading]](http://i.imgur.com/KA5LhuM.jpg) One option for FFE. The gas is clearly exposed, and the pylon on the right is a weak point.
This is by choice, though it's possible to change. The rush distance is pretty long, and there are several really strong choke points in the direct attack paths, so I designed a natural that's harder to defend. I've come up with this simple change:
![[image loading]](http://i.imgur.com/6tdkwlx.jpg) The ramp is the same size, scooched along the cliff to be closer to the main. It doesn't seem to change much except the wall situation.
![[image loading]](http://i.imgur.com/HOUOQe4.jpg) Still a long wall, but not as awkward or gas-annoying.
I think this is a good change that fits my design of a harder-than-standard natural and isn't as awkward or gimmicky - no one wants their gas to be part of a wall. Please share your feedback!
There's an update coming in any case since I forgot unbuildable rocks for the bottom of the main ramp. whups
|
Very cool map, like all the nooks and crannies around, it seems terrible for reaper and blink which suits me fine ^^ look forward to see development.
|
1.1 uploaded to all servers! Also I made an imgur album: Imgur
<3 please let me know what you think!
|
I already said it in the WIP thread, but while I disliked your first versions, I really like what you made here. Good job.
|
Changes made!
The natural ramp is now 3-wide instead of 4, so walling off is fun and easy. The backdoor ramp is 3 wide as well, so the natural all around is easier to defend.
The ramps leading from the side plateau to the center are now 3-wide instead of 2, and have moved away from the center just a few units. The center is now somewhat more open than before, and I think it improves the use of space in that area.
I plan on submitting this map to TLMC, so please give me your best feedback and replays!
|
Really neat looking! Congratz! Hope that Blizzard takes a look...
|
|
|
|