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◇ Judgement ◇
Size - 160 * 160 (176 * 184) Number of players - 2 Tileset - Aiur City (+ Shakuras City, Slayn) Spawn Positions - 2, 5, 8, 11 Base Count - 20 Uploaded on - NA, EU, SEA, KR
◇ Overview + Show Spoiler +
◇ Backstory - The Protectorate found this massive structure from the recovered lands of Aiur. By the order of Hierarch, the Protectorate redesigned this ancient court in new, united style of Daelaam. Unified justice of Protoss will be set right here.
◇ Concept - Easy defense & macro games.
◇ Description - A 4 player point symmetry map with back expansions just like 'Dusk Towers'. Encourages a prolonged macro games.
- Entrance of the Natural is wide as 'Dusk Towers', but it is narrowed by two 4 * 4 destructible rocks somewhat like 'Nimbus'. Players can adjust the width by their needs.
- Players can select the fourth base by considering the opponents' location. By destroying the rock on high places on the center, they can shorten the rush path.
◇ Details + Show Spoiler +
Thank you. :D
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could you post some pictures of closer looks of the mainbase/natural/third?
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Ej_ // Well I searched for that map and I think I should admit my map's similar to it.. But at least it's not a same map, right?
IIEclipseII // I brought them. Please tell me your thoughts about them.
+ Show Spoiler +
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What if a Toss or Zerg spawns clockwise vs a Terran? The P or Z has to either take a 4th base towards the Terran onto this super exposed highground or on the lowground that basically can't be held against units on the highground. I think this might be imba.
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Aunvilgodess // I'll try to tear those bases apart.. Thx for comment.
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will this map be uploaded to EU server too ?
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On July 08 2016 22:32 isrtor2 wrote: will this map be uploaded to EU server too ?
Oh, I'll upload it tomorrow when I can access PC with high performance. I tried to upload it several times only to fail, then forgot to do it again.. I thought everyone has forgotten this map.. xD
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On July 08 2016 22:45 RQM wrote: Oh, I'll upload it tomorrow when I can access PC with high performance. I tried to upload it several times only to fail, then forgot to do it again.. I thought everyone has forgotten this map.. xD Well now that it's a GSL map it's hard to forget.
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On July 08 2016 22:49 Elentos wrote: Well now that it's a GSL map it's hard to forget.
Well I thought it was a secret 'cause it's being banned for days.. hehe.. Now I can say this because there was a notice on the first day of GSL code S: I was so happy to know my map's success. I was just lucky to get lots of feedbacks from here, TL and DCinside Starcraft gallery. Comments from TLMC judge, posts on this thread, and so on. Enekh, the maker of Dasan Station helped me most to make it much better.
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Well it's also marked as "GSL" on the KR customs section.
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your Country52797 Posts
Why did you change it so dramatically from the TLMC version, particularly the center and fourth bases?
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On July 09 2016 13:46 The_Templar wrote: Why did you change it so dramatically from the TLMC version, particularly the center and fourth bases?
There were several reasons for each issues.
After noticing the finalists of TLMC, I asked my map's short points at the feedback thread. I realized that the center was abandoned, and there was an imbalance between vertical/horizontal players due to a rotational layout. Scouting time was varying by each players' positions.
I changed main-natural-3rd bases' layout and added air blockers at that time by Enekh's advices. That was a solution for rotational imbalance.
Also at GSLTV King of the hills, JYP had a hard time against the Zerg player blocking his entrance. Narrow entrance of 3rd base and high yield base at the center was the problem. He mentioned that narrow 2nd-floor hills on center made players confused.
I first changed the high yield one to normal base and widened the center. Then the 4th bases on 1st and 2nd floors were sticked together. So there was still a rotational imbalance. I teared each 4th bases apart so it could be lessen. They became selectable considering each players' positions. Destructible rocks on front bases' entrances were to adjust balance between Zerg and Terran/Protoss.
Finally, the air blocker was removed due to players' convenience. As they are having hard time to practice much on ladder maps, GSL decided to lessen their burdens.
I guess that was too long. X( One simple reason of its dramatic change is actually an improvement of my skills from that time.
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wow yeah that's literally Nimbus with a new tileset. Then again Nimbus was a map I enjoyed so I'm OK with that
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On July 09 2016 22:15 [PkF] Wire wrote:wow yeah that's literally Nimbus with a new tileset. Then again Nimbus was a map I enjoyed so I'm OK with that 
The original one was kinda similar, and the bases are still placed similarly, but all the empty space makes this one much more like a 4 player version of dusk towers. The fact that the thirds aren't close by air to the pocket expo, and the ledge is further from the fourth makes it even more defensive than Dusk Towers, and I'm not a fan of how defensive Dusk Towers is in the first place.
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