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(2) The Ancient WallSize : 144x92 Spawn Positions : 2 at 1,7 Published on [NA], [EU], [KR], [SEA] - [Official] The Ancient WallThis map is supported by KeSPA Proleague Lobby Mod, WCS GameHeart 90 degrees Camera View+ Show Spoiler +
▶ Concept
Centralized type force-fighting map. I make easy and simple map, however, assailable one. This map induces micro and urgent playing through restricted air-route, small map size and limited resources.
'The Ancient Wall' is the first map to be exposed main expansion to block air-units through a huge wall. It embodies a asleep huge wall in Xel'Naga Temple for thousands of years.
'The Ancient Wall' means another assignment to be solved it for players victories by thier..
▶ Features
① Behind main expansion is surround huge wall, and air-units can not pass it. ② Players need quick troops management due to small map size. ③ Troops management is important due to small map size. ④ Air-units take advantage of behind main and natural to check enemies. ⑤ Wide third-expansion will be primary battlefield, It will be turning point of match
▶ Detail Design
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this is very interesting, i don't think we've really seen maps that force engagements like this one will. you either control the middle or you lose it seems.
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The map looks nice, but I think it will be horrible game play wise. When there is only one single way to your opponent then the game will be over extremely quickly. There is no way to counter attack. There is no way to outmaneuver your opponent. There is no way for back stabs or surrounds or anything. You attack and you either win or you lose. Either way, the game is decided very quickly.
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Length of the games will be determined by player control, its not the map.
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I like the concept of air blockers in general, but they seem really excessive on this map. It seems like every single game will result in an army pushing through the middle and ending the game, or horrible drawn out split map scenarios that can't be circumvented by drops or counterattacks. This map is way too restrictive.
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I agree your comments. Players can not play macro because you know reason : a single way. no way to counter attack, no fly zone, etc...
This map's primary goal is generalization of 'no fly zone', and secondary goal is JUST rush map. When Blizzard accepts 'no fly zone' system by adopting ladder map, mapmakers will try 'no fly system' when they make macro type maps.
Then, you ask me 'Why do you design just one way', and I say 'The most simplest map optimizes to adapt new system easily I think. (Of course, My thinking may be wrong)
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I think it's really interesting, a hold the line type of map, it's not something we've seen much of before. Instead of trying to outmaneuver and outexpand your opponent, it's more a king of the hill kind of map. It also looks polished as ever, so overall I like it.
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Oof, Terrans will not like this map. Literally impossible to drop. :\
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hmm, that and the fact that protoss could deny overlord scouting pretty well with an early stalker makes me think it's P-favored. But who knows. Each race would have to adjust what they normally do a bit.
Lurkers or any zone control unit should be pretty ridiculous here.
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On May 12 2016 01:12 RoomOfMush wrote: The map looks nice, but I think it will be horrible game play wise. When there is only one single way to your opponent then the game will be over extremely quickly. There is no way to counter attack. There is no way to outmaneuver your opponent. There is no way for back stabs or surrounds or anything. You attack and you either win or you lose. Either way, the game is decided very quickly.
If both players played a macro game - yes. This map should heavily favor 1-2 base openings, though. It's detrimental to open economical.
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Very cool. Pro games on this will completely end debates on whether or not a single central path is a good idea. Personally, I don't think it's a good idea, but let's see how this goes. Legacy of the Void has given all the races good zone control units, so this might not be as broken as my initial reaction tells me.
Interestingly, mech may actually be the best strategy for Terran on this map.
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Yea I was going to say the same, seems like a good mech map.
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