[M] (2) Broken Earth by IronManSC - Page 2
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IronManSC
United States2119 Posts
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IronManSC
United States2119 Posts
Small hotfixes were made: 1) Main base sizes were slightly reduced 2) The small "reaper pad" on the main bases was increased by 1 hex to accommodate larger units 3) Player properties was corrected. Two players may now play the map 4) Various pathing bugs fixed Thanks guys, happy testing, and as always please report any bugs, concerns, or replays here! | ||
InfCereal
Canada1759 Posts
![]() Hmm... Also, the AI took the pocket expo below/above the main instead of the third beside the nat. Dunno if you control that or not. | ||
IronManSC
United States2119 Posts
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NewSunshine
United States5938 Posts
Map looks good though, I like it with the changes. Welcome back to mapmaking. | ||
IronManSC
United States2119 Posts
Updates: 1) Overlord scouting/hiding spots were added 2) Bugged gas geyser in main bases now work 3) Aesthetics updated 4) Pathing updated Thank you guys for your continued support | ||
Aunvilgodess
954 Posts
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IronManSC
United States2119 Posts
On August 03 2016 23:49 Aunvilgodess wrote: You should update the picture in the OP with the newest aesthetics. I think thats fairly important in a map post. I did. Look at the last post I made. | ||
IronManSC
United States2119 Posts
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IronManSC
United States2119 Posts
vod: https://www.twitch.tv/temp0_sc/v/84935867 I have noticed a few things: 1) I need to add a second geyser to the gold bases 2) Fog/lighting is a bit bright and hazy and will need to adjust this 3) if gold bases are taken, every large battle takes place at the golds 4) gold bases are taken more frequently than anticipated 5) mineral count for every base needs to be adjusted (i was unaware of the half and half mineral-count bases) nothing set in stone, but just some things I took from the vod today. Feel free to criticize or post videos or screenshots of any issues you come across. I will continue to work on aesthetics as well. Thank you! Edit: I will be making some changes to the gold base setup and will post this week on a possible alternative. Currently the gold bases seem easy to grab, somewhat difficult to hold, and especially cramped when large battles occur. I plan to find a solution to this. | ||
IronManSC
United States2119 Posts
All photos updated in OP. 1) Gold bases moved to low ground. Previously the gold bases were on the center high ground plateaus. After a number of quality test games, it has become apparent that high ground golds on this particular map did not bode well with the goal of the concept. Players took the gold bases relatively early in the game and ended up camping on the gold bases. For the defender, no harm no foul. For the attacker however, their "need" for using all other pathways of attack became useless, and the gold bases where the enemy was reinforced on became the one and only objective the entire match. For the attacker, the method of approach was very linear and one-sided with no real option to choose how to engage, leaving the defendant of the gold bases victorious more than 90% of time. By placing the gold bases on low ground, they've still become easy to take early on, however the attacker now has multiple ways to decide how to engage the gold, whether it's a 2-way attack on low ground, or above the mineral line on high ground and control it from above. This puts the defender at a higher risk and exemplifies the need for scouting. This also makes army placement much more critical depending on how you want to lay out your bases. Not only did the gold bases become a better option on low ground, but it also made it more likely for players to take the far base near the mains, whereas previously they were neglected the majority of each game. This gives new options for base patterns per player's choice. 2) Each mineral line now has 1500/900 fixated minerals (half and half). It is to my understanding that 4 mineral nodes contain 1500 minerals while the other 4 contain 900. This applies to all bases now. All other changes are in the changelog in the OP for version 0.5. please feel free to critique and test the map at your own discretion. For now, no more balance changes are being prioritized as the map now feels more complete than its predecessor version. thanks | ||
ZigguratOfUr
Iraq16955 Posts
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IronManSC
United States2119 Posts
Current version is now published. Just search Broken Earth | ||
ZigguratOfUr
Iraq16955 Posts
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Fatam
1986 Posts
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IronManSC
United States2119 Posts
On February 11 2017 12:02 ZigguratOfUr wrote: The mineral patches are still wrong. All the close mineral patches should be 1500 and all the far ones should be 900. Right now they still seem to be placed randomly. It's been a while since I worked on the map. I will get it looked at this weekend. Thanks | ||
Antares777
United States1971 Posts
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IronManSC
United States2119 Posts
On February 12 2017 09:31 Antares777 wrote: Have you considered placing destructible rocks on the high ground above the gold towards the natural? It would make the gold expansions harder to defend against harass, but also provide more defense from your opponent pushing across the high ground. The natural would also be a little more secure. I haven't thought of that, I will definitely take a look at that idea. Thanks! Similar to my old map, Ravage. | ||
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