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Overview:
![[image loading]](http://i.imgur.com/rjD7xnt.jpg)
+ Show Spoiler [Previous version] +
Details Map Bounds: 124 x 124 Main to Main: 60.6 seconds Main to Main (without rocks): 55.6 seconds Theme: Space Textures used: Moros Title Set with the Braxis Alpha Skybox
Published: NA
Analyzer: The analyzer did not recognize the rocks.
![[image loading]](http://i.imgur.com/7PQGf7Q.jpg)
+ Show Spoiler [Blink, Photon Overcharge, Geyser Balance] +
Description: Here I wanted to create a smaller map than what the norm has been recently, without it automatically becoming an aggressive map. I accomplished this by using a pair of destructible rocks to divide the attack paths into three lanes: a wide center one, and two smaller side lanes. I kept the third close to the natural to make it easier to expand to, and the fourth is not too far away either. However, your fifth and sixth expansions will be closer to your opponent. Dark Matter has a more-or-less fixed expansion pattern and zero ambiguous bases. This could encourage split-map scenarios, which I tried to counter by keeping many attack routes open so that the defending player would have a difficult time monitoring all of the paths. Destroying the two destructible rocks allows a faster attack route, but that is not its main feature. Destroying the rocks connects the three lanes so that the aggressor will have a much easier time maneuvering and picking attack routes than if the rocks were up.
Aesthetics: + Show Spoiler +
Potential Issues: As I said before, games on Dark Matter could result in split-map games a little too often. I'm hoping this isn't the case.
Feel free to share your thoughts about Dark Matter! I'm always looking for feedback on my maps.
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aside from no choice for 3rds, I really like it. Looks pretty as well.
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sick map, love the minimalist BW feel. I also like when maps have a choice of 3rd but I think this is great anyway because the rest of the map is super interesting. Small map with a big open center and a 60 second rush distance.
The analyzer suggests that you've got some pathable nooks in the corners behind ramps, you probably should make those not pathable and put some subtle doodads in there
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On January 28 2015 13:45 Xenotolerance wrote: sick map, love the minimalist BW feel. I also like when maps have a choice of 3rd but I think this is great anyway because the rest of the map is super interesting. Small map with a big open center and a 60 second rush distance.
The analyzer suggests that you've got some pathable nooks in the corners behind ramps, you probably should make those not pathable and put some subtle doodads in there
Good call. I'll clean that up.
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Cool map it has some of the great features from foxtrot labs and simplicity of overgrowth mixed together. The third is a little exposed, a suggestion would be a collapsible rock tower placed at the 1 o'clock entrance to the third that would allow zergs to make it more protected from flank attacks.
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Despite the others, I don't think every map needs a choice for 3rd bases. Most of those 3rd choices are only seen in TvX and even there they aren't really that popular, so the one or other map can go without it without missing out on anything spectacular.
Not sure how well the 4th plays out, but the map looks very aggressive and should enforce 2-3base strategies anyways, so not sure how important the 4th in the end is.
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On January 29 2015 10:21 spekTatoR wrote: Cool map it has some of the great features from foxtrot labs and simplicity of overgrowth mixed together. The third is a little exposed, a suggestion would be a collapsible rock tower placed at the 1 o'clock entrance to the third that would allow zergs to make it more protected from flank attacks.
Hmm... I'll experiment with a collapsible tower. It could be useful in securing the third, and hypothetically it wouldn't harm the map much, if at all, since it is a temporary structure. It could help with racial balance and promoting expanding despite the size of the map.
On January 29 2015 10:33 Big J wrote: Despite the others, I don't think every map needs a choice for 3rd bases. Most of those 3rd choices are only seen in TvX and even there they aren't really that popular, so the one or other map can go without it without missing out on anything spectacular.
Not sure how well the 4th plays out, but the map looks very aggressive and should enforce 2-3 base strategies anyways, so not sure how important the 4th in the end is.
Agreed. You don't need a choice for a third, it just has to be racially balanced. The map is already very small, so giving Terran a forward expansion could give them the edge in a matchup. Plus, there's no room for two thirds on this map anyway.
The fourth is interesting. It's not any closer to your opponent than your third, and it would require your opponent to commit if he were to attack it from the low ground, even if it's just a small amount of units. However, the fourth still spreads your defense and opens another attack route, in addition to being a relatively open base.
Meanwhile, I have added more doodads and made some areas near the ramps unpathable to make sure units don't get stuck in some nooks on the map. + Show Spoiler +
I haven't published this version yet, I still want to explore the idea of collapsible rocks near the third.
Thanks for the feedback so far, you guys rock!
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Cool map, cool name.
On January 28 2015 13:45 Xenotolerance wrote:love the minimalist BW feel.
My thoughts exactly... nice work Antares777.
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I like how you opened up the path in front of the base. I feel like the space where the last 3 bases can be made more valuable to promote some more viable early game options on the map.
Edit: nvm, I just actually read your first post. Doing this would be against what you're trying to achieve.
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New version:
+ Show Spoiler +
- Fixed up texturing in some areas - Added doodads by some ramps that block pathing - Added unbuildable plates at the bottom of the main ramps which I forgot to place
In the thread, I added two aesthetic images to show where the new doodads are (the last two images) and have updated both the overview and the analyzer images. I decided that the thirds would need more testing to see if they are too hard or too easy, so I left them unchanged.
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United States10094 Posts
to everyone bitching about lack of a choice for a 3rd on this map: its a 2 player map. spawns dont affect which way you'll expand. choice of 3rds only relate to 3 player or 4 player rotation symmetry maps.
on the other side, this map extremely similar to overgrowth.
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On January 31 2015 06:32 FlaShFTW wrote: to everyone bitching about lack of a choice for a 3rd on this map: its a 2 player map. spawns dont affect which way you'll expand. choice of 3rds only relate to 3 player or 4 player rotation symmetry maps.
on the other side, this map extremely similar to overgrowth.
You wouldn't be the first person to bring up Overgrowth. I agree, they are similar. I didn't realize it at first, but the layouts are very similar, my map is just smaller.
I do think that the rocks being where they are will affect gameplay in a very different way than on Overgrowth. On Overgrowth they blocked an important route through the high ground that allowed aggression into either the natural, third, or possibly both, and defensively allowed a faster reinforcement route to the high yield base. On Dark Matter, the rocks serve a mostly aggressive purpose. Before they are taken down, attack routes are very set-in-stone and don't allow maneuvering to attack a different location or to switch to defense in a pinch. They are much more about map control and army positioning than Overgrowth's rocks, which were about attacking and defending resource locations.
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Change log:
- Moved the mineral lines of the naturals one unit closer to the choke so that Zerg can wall off without the need of a Creep Tumor.
...that's all.
Dark Matter and Ancient Realm have both been submitted to the TLMC.
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