|
Miris Spele 1.1 (aka "Apotheosis II")
TLMC 7 SECOND PLACE
116x184 Published on all servers
![[image loading]](http://i.imgur.com/RzZH2tL.jpg)
Features:
- Long, narrow map - expansions progress toward your opponent in the late game
- 5 very narrow bridges split the map horizontally, restricting movement - with good army positioning, these can be used used to your advantage as choke points
- Choice of 3rd bases - the standard 3rd is further by ground but safer from attack, and the forward gold 3rd is closer but vulnerable to air harass, and can be offensively separated from your nat by collapsing the rocks
Angled + Show Spoiler +
Details (outdated) + Show Spoiler +
Tileset + Show Spoiler +- Aiur City3
- Protoss Base6
- Aiur Temple4
- Aiur Temple8
- Aiur Temple2
- Endion1
- Haven Grass Rocky
Changelog + Show Spoiler +Version 1.1-Removed 1 nat entrance, repositioned collapsible rock choke -Renamed map from "Miris Spele" because Blizz loves censorship and hates fun Version 1.0:-Original version ![[image loading]](http://i.imgur.com/G9GYUHx.jpg)
|
Russian Federation4295 Posts
I don't understand the idea behind purple river, it's okay if it was lava or frozen river in a nature-summer world, but this? The mat itself is already nice, imo not need to add anything exotic to make it unique. It's already good without that purple river
|
Though the main nat set up is different, it reminds me of Destination, even if it's just because of its shape. We haven't really seen long maps that much, but hopefully we will see more of them in the future.
I love the two entrance natural. It works especially well on the map because of its length, making the rush distances extra long. Late game expansion towards your opponent is also something that we haven't really seen that much of either. I'm not sure how that will go though. Many people have opted to use gold expansions to be creative, but you've found a way to do it without a single gold expansion. I love the narrow bridges in the center as well, they force people to think twice about engagements and which path they should use.
As a Zerg player, I also take comfort in knowing that if my opponent blocks my natural, I'll have plenty of other options to choose from.
If the purple river is a problem, maybe decrease its brightness/contrast. It does look a little out of place.
|
Dont listen to the purple haters. I like purple. It makes a very nice contrast with the green and yellow.
|
|
WOW wow WoW I love it! Fantastic work! (very nice title set)
|
We played this map several times - and like it. Thanks!
|
|
Beautiful aesthetics, and I really like the natural setup and the map bounds.
|
Good effort on the pathing and terrain. You really squeezed in all those expansions tho, I don't think that many are needed. But each to their own I guess.
|
On April 07 2016 08:52 Quidios wrote: You really squeezed in all those expansions tho, I don't think that many are needed. But each to their own I guess. These expansion provide some kind of variation - and in LotV, can there be too many expansions?
For me this map has a very nice flow - a main with enough room to build our production, a natural, which requires some defense, different possibilities to expand further, each expansion with it's own vulnerabilty ... it just feels like a RTS should be, strategy first.
|
On February 12 2016 03:21 sTYleZerG-eX wrote: WOW wow WoW I love it! Fantastic work! (very nice title set)
On April 07 2016 06:56 Superouman wrote: god-tier map here
I need no other words.
|
The choke points are brutal. Tough to get an army across.
|
your Country52797 Posts
On April 10 2016 01:53 phantomfive wrote: The choke points are brutal. Tough to get an army across. IIRC, that's a pretty big point in a lot of -NegativeZero-'s maps, and it isn't a bad thing.
|
thanks everyone. the brutal chokepoints are 100% intentional, it's supposed to be difficult to cross from the left to the right side of the map or vice versa - you have to be certain that your units will not be intercepted by the opponent's army as you traverse one of the bridges.
i added a small update, there's a destructible rock at the larger nat entrance now. this means that with proper building placement, you can now wall the nat with the fairly standard building count of 2 gates and 2 pylons (but at the cost of not being able to use the collapsible towers). at the same time i fixed a small texturing mistake.
not going to bother updating the pictures in the OP, it's the exact same map but with a rock added here:
![[image loading]](http://i.imgur.com/SgHaAbF.jpg)
|
On April 10 2016 06:33 -NegativeZero- wrote:thanks everyone. the brutal chokepoints are 100% intentional, it's supposed to be difficult to cross from the left to the right side of the map or vice versa - you have to be certain that your units will not be intercepted by the opponent's army as you traverse one of the bridges. i added a small update, there's a destructible rock at the larger nat entrance now. this means that with proper building placement, you can now wall the nat with the fairly standard building count of 2 gates and 2 pylons (but at the cost of not being able to use the collapsible towers). at the same time i fixed a small texturing mistake. not going to bother updating the pictures in the OP, it's the exact same map but with a rock added here: + Show Spoiler +
I really like this map, but, get rid of those rocks. All of them. I don't even think the destructible rock tower should be there. Maybe replace the rock tower with regular rocks if anything.
Protoss does not need to be able to FFE anymore, as gateway expands and pylon overcharge allow for more open and multi entrance naturals, as long as they aren't stupidly open like Lerilak Crest. With multi entrance nats, if the attacker has a much harder/longer time going between the multiple entrances than the defender, it's fine. If anything, it forces the attacker to split up their forces, and gives the chance for Protoss to weaken the attacker if an entrance is FF'd or zoned off with pylon overcharge. So yeah, embrace the multi-entrance natural. It would work really well on this map with the whole left vs right thing.
|
errr arent the 2 rock towers the only rocks on the map? Or am I missing some somehow
|
On April 10 2016 13:03 Fatam wrote: errr arent the 2 rock towers the only rocks on the map? Or am I missing some somehow
In the picture posted by -NegativeZero- three posts above there are rocks at the other entrance to the natural.
|
On April 10 2016 11:21 Timetwister22 wrote:Show nested quote +On April 10 2016 06:33 -NegativeZero- wrote:thanks everyone. the brutal chokepoints are 100% intentional, it's supposed to be difficult to cross from the left to the right side of the map or vice versa - you have to be certain that your units will not be intercepted by the opponent's army as you traverse one of the bridges. i added a small update, there's a destructible rock at the larger nat entrance now. this means that with proper building placement, you can now wall the nat with the fairly standard building count of 2 gates and 2 pylons (but at the cost of not being able to use the collapsible towers). at the same time i fixed a small texturing mistake. not going to bother updating the pictures in the OP, it's the exact same map but with a rock added here: + Show Spoiler + I really like this map, but, get rid of those rocks. All of them. I don't even think the destructible rock tower should be there. Maybe replace the rock tower with regular rocks if anything. Protoss does not need to be able to FFE anymore, as gateway expands and pylon overcharge allow for more open and multi entrance naturals, as long as they aren't stupidly open like Lerilak Crest. With multi entrance nats, if the attacker has a much harder/longer time going between the multiple entrances than the defender, it's fine. If anything, it forces the attacker to split up their forces, and gives the chance for Protoss to weaken the attacker if an entrance is FF'd or zoned off with pylon overcharge. So yeah, embrace the multi-entrance natural. It would work really well on this map with the whole left vs right thing. Even when I do agree that it might work without the rocks, I can't avoid but be worried at the ramp leading down the main base, atm it is just way too prone to runbys, specially because in the perimeter of the main base, slightly forward to the entrance there is no anchor which could allow Toss, Terran or Z to help themselves build a wall from the edge of the terrain to the Town Hall.
Imo? The Main base ramps needs to be rotated 90º counter clockwise, or be pushed back quite a bit ala CloudKingdom (Rotate Nat bases 45º for them to fit the new ramps). But my main gripe with this is that even when it will make the map quite solid, it will break the nice main base symmetry you have going.
Can't post pictures atm, but I'm sure you will understand what I mean, but if you don't, here's a pic of what I mean by anchor. That small doodad clump of pipes, allows players to set up a walloff point, where units wont slip by.
|
I'm not an expert, but everyone I've talked to personally loves this map but really dislikes the double natural choke and the forward third. It's annoying for all three races (according to PiG, two entrance naturals are really irritating, and of course P has trouble walling etc as addressed in the update pic)
Getting rid of the rocks would also create a runby issue as KTV suggested. I would say that his solution is quite good, as it creates a defensive ramp that goes right into the natural. But my main concern is that forward "third" base. It's way too open and you'll probably rarely see anyone take it.
Personally, these are the changes I'd make (they're pretty extreme though, so bear with me)
![[image loading]](http://imgur.com/piOoBgC.jpg)
Take the highground wall and move it towards the main, eliminating the 2 entrances, meaning you have a 45 degree choke out towards the large ramp. There is also a smaller choke towards the forward third, but it all goes into the same natural choke. Now, because the third is so open, there's really just a risk to take it with no reward. Making it a gold would give Zergs a nice close gold base, but it's punishable. Remove the 2 bridges closest to each base, expand the middle one. The third is still way too abusable for even any consideration for it to be taken in matchups like TvZ where tanks can just slap it forever. Removing the farthest bridges extends the rush distance, not perfecting the defense, but definitely making it easier and more comfortable to take as a third base.
It also creates a more defined middle, in my opinion. Center of the map for combat. Maybe a tower would fit in this new expanded bridge, but it's ultimately your map and up to you. It's a lovely map.
|
|
|
|