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[M] (4) Eternium IV

Forum Index > SC2 Maps & Custom Games
Post a Reply
SidianTheBard
Profile Joined October 2010
United States2474 Posts
July 31 2016 03:31 GMT
#1

[image loading]

Eternium IV
is a four player map with all spawns enabled. The main feature of this map is that there are 20. Yes. 20 Watchtowers on the map. The interesting thing about those 20 watchtowers is that they are all destructible. Taking up to 3 bases is fairly easy on this map but when you want to take a 4th, 5th or even 6th base you now need to destroy your vision to take the base.

The Watchtowers have quite a bit of regen for early game so using workers isn't possible. The towers have enough regen that 5 zerglings attacking it won't kill it. With 6 zerglings it will SLOWLY go down (about 1hp per second). End game, it'll be easy to take down the watchtowers, but early game, you'll really have to commit some units to kill them.
+ Show Spoiler +

[image loading]


___

Map Size: 160x160
Bases: Twenty Four 8m2g
Watchtowers: 20
Rush Distance: ~45seconds Cross, ~38 non-cross

___

Main/Natural/Third:
+ Show Spoiler +

[image loading]


Forward 4th:
+ Show Spoiler +

[image loading]


Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


___

Eternium IV
uploaded on all servers and is unlocked so you're able to open it up in the editor and play around with it if you'd like.

___


Thoughts:
It's a bigger map with all spawns enabled, so it's tough to say since scouting will be key. Although with all the watchtowers available I'm hoping cheese won't be happening much.

I worry when all the rocks are down that close positions might be a little "too" close, especially in the ZvX matchup.

There is almost NO airspace at all so harass won't do very well against the main/natural/third. I'm hoping zerg doesn't run wild and do a 3hatch before pool everygame since it's easy to defend your first 3 bases. You are also able to "technically" get 5 bases behind 1 choke (assuming you keep the rocks alive) so is it going to be too turtle friendly?

Do you kill the enemy watchtowers to deny their free vision but open up bases? Vision control (especially in the middle) would be a ton of fun, since maybe you'll kill every single watch tower in the middle just to get rid of all vision.

I'd also be tempted to make all the forcefield walls on the 3x3 square grid in the middle air blockers. Unfortunately with how buggy the air blockers are I'm not going to do that, but would be pretty fun to try out.

___

Any & All feedback is appreciated!

Thanks,
SidianTheBard
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Fatam
Profile Joined June 2012
1986 Posts
July 31 2016 06:21 GMT
#2
Cool concept! Choose your watchtowers/bases is neat. And lots of cool minor accompanying ideas here as well, such as the having to destroy your own XNT to get the base. I guess the only issue I could see is that it is a touch too turtley.

Pretty hard balance to strike I figure, since you have a natural which is potentially "open" because it has 3 potential entrances, although realistically only 2 entrances at most will be used in most games' early game. But then you have 3 super easy bases and until rocks are killed it's those 3 super close bases behind a single 2FF ramp. You don't want all-ins all day err' day so that the map's concept gets utilized, yet you don't want every game to be a NR10. Especially with the XNTs and little airspace, early and midgame drops won't be able to do much. Very tricky business. But overall I think the map is close to being really sick.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
July 31 2016 10:19 GMT
#3
any particular reason there isn't perfect 4 way symmetry?
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2474 Posts
August 07 2016 03:10 GMT
#4
On July 31 2016 15:21 Fatam wrote:
+ Show Spoiler +

Cool concept! Choose your watchtowers/bases is neat. And lots of cool minor accompanying ideas here as well, such as the having to destroy your own XNT to get the base. I guess the only issue I could see is that it is a touch too turtley.

Pretty hard balance to strike I figure, since you have a natural which is potentially "open" because it has 3 potential entrances, although realistically only 2 entrances at most will be used in most games' early game. But then you have 3 super easy bases and until rocks are killed it's those 3 super close bases behind a single 2FF ramp. You don't want all-ins all day err' day so that the map's concept gets utilized, yet you don't want every game to be a NR10. Especially with the XNTs and little airspace, early and midgame drops won't be able to do much. Very tricky business. But overall I think the map is close to being really sick.


Thanks friend. Yeah I worry it could be wayyy too turtlely but to have a 4p map that is balanced and not turtley is hard to do. So figured, lots of rocks for early game to prevent it!


On July 31 2016 19:19 -NegativeZero- wrote:
any particular reason there isn't perfect 4 way symmetry?


Just how I got the layout done in the end. I want spawns to play out differently, even if it is just a little bit, hence why it isn't completely perfect 4 way.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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