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Winding Pier Fame
Map created by: SUPEROUMAN
Map Info: Size: 140x132 Map theme: Beach map! Autowin! Yay! Notable features: 2 entrance natural, one 2 squares choke and 4x4 rocks. Other natural entrance is 6 squares wide. Direct paths go through 2-sized ramps. Tight highground making a spiral which gives an alternative path.
This isn't a TLMC6 submission, i made this a week ago.
Map features:+ Show Spoiler +Main : ![[image loading]](http://i.imgur.com/7UBOLk0.jpg) Natural : ![[image loading]](http://i.imgur.com/hOQKv2c.jpg) Third: ![[image loading]](http://i.imgur.com/Bs3AY9l.jpg) Forward third ![[image loading]](http://i.imgur.com/nYSlU73.jpg) Fourth with the cliff ![[image loading]](http://i.imgur.com/1lihnKa.jpg) Middle expand ![[image loading]](http://i.imgur.com/PYl6DBI.jpg) Expand next to the main ![[image loading]](http://i.imgur.com/twb6npE.jpg)
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Small chokes everywhere. Btw whats the point of the rocks in the natural. seems pretty easy to hold without them. dont know if i like the size of the mains.
really like the layout thou. there isnt any "unused" space anywhere
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The point of the rocks is to allow large armies to move out quickly toward the middle in mid/late game. from the right player's point of view, you could move your army toward the bottom of the map.
The main size is pretty standard
the lowground areas a quite wide so it's fine if the chokes between them are tight.
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Is this intentionally supposed to be a little chokier and a little more resource dense for LotV?
Nice to see you mapping again ^^
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Name is .. an obscure path of exile reference, apparently? Interesting :-P
Sick layout, pretty cool aesthetics as well.
Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it.
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On May 11 2015 15:13 Fatam wrote: Name is .. an obscure path of exile reference, apparently? Interesting :-P
Sick layout, pretty cool aesthetics as well.
Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it.
Banelings and Burrowed roaches.. would destroy armies camping in the norrow cliff passages.
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On May 11 2015 10:14 EatThePath wrote: Is this intentionally supposed to be a little chokier and a little more resource dense for LotV?
Nice to see you mapping again ^^ Not necessarily, i just went with the flow. You should know i really like chokes, it's nothing new. :p The thing is that i find illogical that 4p(1v1) map "have the right" to have lots of expos but not 2p. If a 2p map has lots of expos which aren't placed in a forced way, it's fine for me.
On May 11 2015 15:13 Fatam wrote: Name is .. an obscure path of exile reference, apparently? Interesting :-P
Sick layout, pretty cool aesthetics as well.
Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it. It is indeed, i am in a Path of exile craze lately. Infernal Mantle is also a reference to PoE. (even if the two words are generic) So is my third tlmc6 submission which is called Krillson. :D
I will enlarge the outer paths if it ends up necessary.
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On May 11 2015 17:57 Superouman wrote: The thing is that i find illogical that 4p(1v1) map "have the right" to have lots of expos but not 2p. If a 2p map has lots of expos which aren't placed in a forced way, it's fine for me.
4p maps are handicapped from the start. You have (very strong) restrictions on what you can do and what you must do on the map. Compared to 2p maps that is (its even worse for 3 and 5p maps). The positive side is that you have an additional map feature making players choose their early game strategies differently as they cannot know when their scout will reach enemy. Some (most) players do no like this feature how ever, and if there is something like locked cross spawn then there is simply no advantage.
Anyway the point is that 4player maps give away a lot, like the possibility of having fewer bases, to gain the random spawn feature in change, and thats why they "have the right" for things like that which would not necessarily be ok on 2p maps. My personal opinion is that 4player maps should have never existed on the 1v1 scene, or at least not as anything more than a gimmick feature. Also I tend to prefer to both play and watch games that reach the "super lategame phase" where players dont have any conventional bases left to mine, so fewer "standard" bases is better.
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I've been leaning more and more lately towards the scene just getting rid of 3p+ maps. There's so many negative aspects and limitations just to get the different spawn thing (which isn't always a good thing in itself, since scouting last is a really shitty RNG thing that we don't need),.. it's just not worth it.
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The Terraform is strong in this one ;P
Can you make ramps like these ones for this map?:
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On May 13 2015 01:04 Freakling wrote:The Terraform is strong in this one ;P Can you make ramps like these ones for this map?: + Show Spoiler +
FREAKLING ALIVE ?!?!! Do you like NEP ? Those ramps doodads are lotv doodads btw, you'll have to open the lotv files, convert the model to be used with the hots engine and import it into the map. Not worth the time imo.
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On May 11 2015 15:43 Rukis wrote:Show nested quote +On May 11 2015 15:13 Fatam wrote: Name is .. an obscure path of exile reference, apparently? Interesting :-P
Sick layout, pretty cool aesthetics as well.
Some thoughts here (conjecture for sure) - I think zerg would probably all-in a lot on this map because the longer the game goes the more P/T will be able to stick to the narrower highgrounds and deny later Z bases. I don't think it's impossible for Z to play late game though (esp. with the resurgence of broodlords, and the fact that blords look pretty solid on this map), they just have to be smart about it. Banelings and Burrowed roaches.. would destroy armies camping in the norrow cliff passages.
Maybe that could work against T to some degree. P will have observers-a-plenty at that stage so idk about that in that matchup.
I wanna say that the proleague remake of Fighting Spirit had ramps like that (or maybe I saw it somewhere else?), with some manipulation of current doodads I think it's possible to acheive a similar look.
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On May 13 2015 01:04 Freakling wrote:The Terraform is strong in this one ;P Can you make ramps like these ones for this map?: ![[image loading]](http://i.imgur.com/23pl2vw.jpg) I wanted to make a spiral-ish map for 2 or 3 years since i saw a korean map here on tl.i dont remember its name, i'll try to find it
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On May 13 2015 01:31 IeZaeL wrote:FREAKLING ALIVE ?!?!! Do you like NEP ? Those ramps doodads are lotv doodads btw, you'll have to open the lotv files, convert the model to be used with the hots engine and import it into the map. Not worth the time imo. But it totally is!
I like the aesthetics of NEP (and your aesthetics in general seem to be quite unique and strongly conceptual, which is great).
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Why is there so much space behind the central expansions between the mineral line and high ground ridge? It seems like wasted space to me.
I'm loving the two-entrance naturals here though.
Is the spiral map you are thinking of Neo Planet S?
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I thought the mins were like that to make it harder to hit workers from the highground (which might be important on a map that is already a little anti-zerg by nature)
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On May 13 2015 03:39 Antares777 wrote: Why is there so much space behind the central expansions between the mineral line and high ground ridge? It seems like wasted space to me.
Calling it wasted space is just wrong. Its a very significant feature, whether u think its a good or bad thing for the map is a different thing. Pretty much without exeptions more space behind mineral line to wall/ramp/cliff always means a bigger defenders advantage.
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Aotearoa39261 Posts
Classic superouman naming.
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On May 16 2015 07:54 Plexa wrote: Classic superouman naming. I don't choose the map names. The map names choose me.
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On May 16 2015 08:08 Superouman wrote:I don't choose the map names. The map names choose me. Show me your ways master, I wish I had such skill.
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On May 13 2015 07:21 EatThePath wrote: I thought the mins were like that to make it harder to hit workers from the highground (which might be important on a map that is already a little anti-zerg by nature)
I really like it when a mineral line is exposed to a highground cliff but only from 1 small location, so that the units have to be in that exact spot (ish , within a couple squares) to harass. It makes the game way more interesting than just exposing the entire mineral line from a wide range of spots (say, 8-10+ squares). (although, if the base is greedy enough, it can be correct for the mapmaker to expose the whole line I think)
It forces interesting choices.. since the attackers (assuming normal range units like stalkers, roach/hydra, marine/marauder) can't reach the entire mineral line, do I, the defender, just pull half the mineral line's workers off and ignore the threat for now? Or is it worth devoting a chunk of my army to go deal with it asap. Whereas if the entire mineral line is getting ravaged it's pretty much a no-brainer. Not as much of a choice there, less interesting. Also, since the attacker sees that he can't hit the whole line, does he extend further by sending units around to the actual base and attacking like that? or is it too risky?
It rewards the attacker if he actually devotes a heavier unit like tank/colossus to the harass because they will actually be able to hit the whole line. If the mapmaker exposes the whole line to the cliff then it doesn't matter what the attacker sends, he is rewarded similarly.
Widow/baneling bombs in the harass spot can be a nice play.
Also the mapmaker can force armies to go a little farther to the edge of the map (or whatever the intended direction is) if the harass spot is say, around a peninsula of land that juts out behind the mineral line, and then the harass spot is on the other side. If that made any sense 
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Hmmmmmmm I still think I prefer my way which is simply out crowdsource* the names to the other guys, much easier! heh
/editThnks barrin*
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On June 22 2015 01:08 mogoh wrote: Please uploade on EU I once again uploaded it in private. It's fixed now.
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Love all the paths and choke points
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On June 22 2015 02:08 Superouman wrote:I once again uploaded it in private. It's fixed now. thx :D
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+ Show Spoiler +On May 13 2015 01:04 Freakling wrote:The Terraform is strong in this one ;P Can you make ramps like these ones for this map?: ![[image loading]](http://i.imgur.com/23pl2vw.jpg)
Wow those ramps look GREAT, what texture or doodad is that?
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On June 27 2015 00:22 sTYleZerG-eX wrote:+ Show Spoiler +On May 13 2015 01:04 Freakling wrote:The Terraform is strong in this one ;P Can you make ramps like these ones for this map?: ![[image loading]](http://i.imgur.com/23pl2vw.jpg) Wow those ramps look GREAT, what texture or doodad is that?
On May 13 2015 01:31 IeZaeL wrote:FREAKLING ALIVE ?!?!! Do you like NEP ? Those ramps doodads are lotv doodads btw, you'll have to open the lotv files, convert the model to be used with the hots engine and import it into the map. Not worth the time imo.
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