Crazy Clash a two player map which has a bunch of wonky features, it's most likely imbalanced, it's most likely confusing but it's most likely fun!!!
With hostile neutral missiles turrets (you can kill them!) to protect all the dead space in the NW, the the crazy 4 gas, 8 mineral gold base in the SE corner, Xel'naga Healing Shrines, Butt-loads of Line of Sight Blockers and Bridges that open up when you kill the bridge controls, what more could you want out of a map???? (sorry guys, no lava /cry)
Players: Two Uploaded: NA, EU, KR Size: 154x146 (Pretty big, but it's diagonal map so lots of dead-space as well.) Watchtowers: One Healing Shrines: One Bases: Eight 8m2g, One 6HYM2G, Two 6HYM1HYG, One 8HYM4G basses. (hym = high-yield mineral, hyg = high-yield gas)
Bridge & Bridge Control: Kill the Bridge Control (100hp & 0 armor) and the bridge will open up. After ~15 minutes, all bridges open up automatically. + Show Spoiler +
Hostile Turrets: Normal Missile turrets, can be destroyed. + Show Spoiler +
Hey, I love the idea of the bridges, Sidian, it's an alternative (to rocks) that I would love to see being used more often. I can see that it's the owner of the base that can open up his own bridge towards the opponent's base and not the other way, which I think makes it safe enough, but still accessible by the opponent at some point in time.
Regarding the map itself, I also like how you can set up 3 bases in more or less a standard way by taking down the generator and opening the 3rd's path, taking down a 100hp generator is much better than trying to break down a 2k health rock with armor hahah
Question: I would love to check if flying your CC towards that gold is viable? :D nom nom nom! + Show Spoiler +
Attempt #1: LOL my CC got taken down, flying in a straight line towards the gold base is not viable. Attempt #2: Uhm, I tried going round the turrets, in a way that only 1-2 turrets would hit my CC, they left my CC in the red and it took almost a minute to land it, it's not viable.
On March 10 2015 11:26 PowerOfOne wrote: Hey, I love the idea of the bridges, Sidian, it's an alternative (to rocks) that I would love to see being used more often. I can see that it's the owner of the base that can open up his own bridge towards the opponent's base and not the other way, which I think makes it safe enough, but still accessible by the opponent at some point in time.
Regarding the map itself, I also like how you can set up 3 bases in more or less a standard way by taking down the generator and opening the 3rd's path, taking down a 100hp generator is much better than trying to break down a 2k health rock with armor hahah
Question: I would love to check if flying your CC towards that gold is viable? :D nom nom nom! + Show Spoiler +
Attempt #1: LOL my CC got taken down, flying in a straight line towards the gold base is not viable. Attempt #2: Uhm, I tried going round the turrets, in a way that only 1-2 turrets would hit my CC, they left my CC in the red and it took almost a minute to land it, it's not viable.
Good approach overall, tho.
hehe, appreciate the feedback!
Also, you could rush the top gold base for an easy 2nd if you want! As I said, it's probably not the most balanced map (for instance boosted medivacs can get by the turrets quick enough to drop units and kill you generators early) also tanks can reach the enemy generators to open it up...so /shrug. But hey, maybe if they are too focused on the northern gold you can take the 8mineral 4 gas gold (after you destroy the 400hp rocks!) and have that amazing base PLUS a healing shrine so close to you lol.
To be fair though, if you don't have any air units walking through that Line of Sight section on the bottom is scary. (proxy city? lol)
wow neat idea on the map. i think this is the way maps need to start heading, having to interact with the maps more such as you did with the bridge, healing ,and turrets. It spices the game up a bit more. I hope more maps start to following these ideas and others that can change the game up a bit similar to a heros feel were maybe you can use the map to change the tide of battle beside things like rocks.
I don't know how it would play, but I do like efforts towards more atypical map features besides just "the third base is over here instead of over here". If we don't have more people at least trying what you're trying here, the crucial notion of map design will peter out prematurely, so good on you.
However, it must be said: This may rank among the worst names of a map I have ever seen. I'm sorry, "Crazy Clash"? It doesn't hold gravitas and doesn't resemble any location name. It sounds like the name of a "for the kiddies" video game.
On March 17 2015 11:03 Circumstance wrote: I don't know how it would play, but I do like efforts towards more atypical map features besides just "the third base is over here instead of over here". If we don't have more people at least trying what you're trying here, the crucial notion of map design will peter out prematurely, so good on you.
However, it must be said: This may rank among the worst names of a map I have ever seen. I'm sorry, "Crazy Clash"? It doesn't hold gravitas and doesn't resemble any location name. It sounds like the name of a "for the kiddies" video game.
haha, the name is pretty terrible eh? Pshhhhhh!!! Watch out dude, it's the CRAAAAZYYYY CLAAAAAASHHHH!!!!
On March 17 2015 18:06 FFW_Rude wrote: Would it be possible to reconstruct the bridges control ? Or to make them retract again by the action of a player ? This map is awesome lol.
Originally that's how I wanted to do it to have controls to open and close the bridges whenever you wanted. It's something that I'd still be toying around with just to see if I can make it work and if I like it better. To be fair though, I've never really messed around with triggers at all so it was a nice learning experience just to do something simple like this.